Venue Name:
Corazon de la Oscuridad (CO-D04) /Denver (CO-D04)
Genre:
Garou
Please see the Domain VSS Template for further information.
Contact:
DST David Eccles [email protected]
DC Kat Good [email protected]
ADC Garou Heather Gannon [email protected]
Place/Time:
Location and Time can vary, announcements will be made at least monthly
across the [email protected] mailing list.
Current/Default Winter Schedule- Sunday of the second weekend of the month, 5 PM, at my house.
Current/Default Summer Schedule- Sunday of the second weekend of the month, 4 PM, at City Park. And Saturday of the fourth weekend of the month, 4 PM, at City Park.
IC Event Locations and Times:
OOC Directions:
Varies. See contact info.
Theme/Mood:
The Garou of Denver Colorado have a strong history within the
Garou chronicle that the Camarilla sponsors, from the first predominantly
Fianna Pack of the Red Branch Knights, to the Castle of Mount Falcon over
looking the city. Since 1997 there has been a Garou Venue in Denver, and
some of the current Garou characters have been in play since then. Most of
the players are new to the venue, so there is plenty of opportunity for new
players to get involved, and become part of the local Garou Pack.
If you are not currently a member of the Camarilla, you are welcome to attend, play the game and see if you are interested in becoming a member of the game. You must be at least eighteen years old to attend. The Camarilla website is http://www.white-wolf.com/camarilla Please contact us prior to coming to game so that we can help you with character creation, and the rules modifications that we use in the Camarilla.
Players are highly recommended to be familiar with the Garou rules and venue before attending game, if you have any questions please contact us and we would be glad to assist you. The game we run is very mature, we touch on dark themes that may make you uncomfortable. If you as a player are ever uncomfortable with the scene being run, you are welcome to step away, there will be no consequences to your character for doing so.
Style of RP: Garou is a dark and tragic game, where the players strive in a losing battle to be heroes while struggling with the Rage within. Garou is not about tree hugging Earth First-ers who just happens to be able to change into wolves. Garou are monsters, they cannot interact with regular humans easily, and their religious fanaticism makes the Sabbat look like Easter Sunday Christians. Those who role-play the feral ferocity of Garou will be rewarded, while those that cling to �politically correct� concepts will find it difficult to succeed in this game.
This game tends to focus more on the pack, and some of the oft forgotten, but basic elements of playing a Garou, such as Garou society, and Pack Mentality. When the player volume is high, several packs generally develop and Sept assignments are made, but that political element will not be a focus of the game.
Character restrictions:
Other than what is already defined in the current Camarilla rules supplement for Garou, Hakken Shadowlords will be reviewedunder extreme scrutiny, and are not likely to be approved. I would not
recommend playing a Metis, Bonegnawer or a Shadowlord, unless you are
willing to accept the In-Character consequences for doing so, characters of
those Tribes or Breed will not have it as easy within this game.
Proxy rules:
Proxies are handled as defined in Prime Chapter 1.3 of the Camarilla Rules Supplement. Proxies that will not result in challenges do not require a character sheet to be sent.
Travel risks:
Generally Garou should not have trouble travelling, however if a player specifically goes out of their way to make their journey here more dangerous, I will gladly accommodate them.
Challenges:
Please become familiar with the Challenge Rules listed in Prime Chapter 3.1 of the Camarilla Rules Supplement. The only other addition to that, is that �initiative� (when necessary) is determined by highest trait going first (as with bidding you can choose to declare less than your max, and only base traits apply), instead of the oft used House Rule of; Mental/Social/Physical. Example: If the BSD is attacking our Ahroun, the Galliard decides to use Distractions, and the Ahroun also wishes to attack
the BSD, all involved declare their initiative. For the BSD and the Ahroun, their initiative would be their base Physical traits; the Galliard�s initiative is his base Social traits. If either the BSD or the Ahroun have higher base physical traits than the Galliard�s total social traits, then they will resolve their �Everyman� action, before the Galliard�s social
challenge.
Other Player Info:
There are several In-Character lists that will help players get more out of the local Garou game:
[email protected]
[email protected]
[email protected], Subscribe: [email protected]
[email protected], Subscribe: [email protected]
Lastly I would also advise becoming familiar with the Domain Venue Style Sheet and the Regional Policies; your Chapter Storyteller can assist you with this.
Venue Storyteller
Name: David Eccles
Title: DST
Phone: 303-399-3194
Email: [email protected]
Passed Thespis (y/n): Y
Style:
The Denver Garou Venue is difficult in that there are a few players
of very high rank, but most of the players are new to the venue and of
lower rank. Having a good knowledge of Garou before entering play is highly
recommended. Social interaction and Garou society issues, such as kinfolk
relations, mating, Rage, spirit interactions and environmental concerns
will be the primary focus of the game. Sept politics will not be a main
focus, and while combat will be downplayed, it will still be a common event
within the chronicle. It is a dark game with many mature themes, players
will be allowed to leave any scene that they are not comfortable with OOC
without risking IC repercussions. The greatest threat that the players will
face will be from within.
This is not a �Monte Hall� D&D game, fetishes will be rare, and when introduced they will have a history attached to them. Rituals used during game must be performed in order to function. I will allow rituals to be used during downtime, but the players must show that they can role-play their rituals as well.
Antagonists:
Pentex has several subsidiaries within the Denver area, and a strong degree of influence, but it will take pro-active players to tackle these issues, as Pentex can be very subtle. Players are more likely to see the effects of Pentex in the destruction of the environment or the apathy of people, than they would be to see First Teams of Fomori.
BSDs are a common element, but they do not pose a strong threat against the Garou (there are no BSD Elders in the area, and there are Elder Garou, that makes it difficult for BSDs to become much of a challenge). As long as the Garou work in packs they should not have much to worry about from their corrupt cousins.
Vampires are not terribly common as antagonists, but they are not completely absent either, at least one of the players was in play back when there was no separation between Venues, and vampires are a common element in character histories. When vampires are used, I will try to run them as intelligent three-dimensional creatures, not black and white antagonists.
Spirits and Banes are just as often antagonists (regardless of their affiliation to the triat) as they are allies.
Wraiths are not a major aspect of the Garou game, they become more prevalent depending on whether or not Silent Striders are in play, just like spirits, they are just as likely to be an antagonist as they are an ally.
Changelings are not very likely to show up as NPCs, however there are greater relations between the Garou and Changelings than any other venue, and I am more likely to approve a cross-venue of this nature within the Garou Venue than anything else is.
Because we have some very powerful Garou in the game, in order to make things challenging, I will introduce Mage NPCs. However, as with everything else that I will introduce to the game, Mages are three-dimensional people. A technocrat is just as likely to become an ally as it would be an enemy, and just because the Mage is a Dreamspeaker, does not mean that it will get along well with Garou. Relations will be tense between the Namers and the Garou.
The Caern(s): There are two Caerns in the Denver Domain.
Mount Falcon is a level 2 Caern of Leadership; Falcon is the totem of the Caern. The Gauntlet of the Caern at the Center is 4. As one moves away from the Caern center the gauntlet raises (the bawn is not terribly large), once off the bawn the gauntlet is 7, though it is in the foothills, it is very close to Denver and the surrounding urban sprawl. This Caern will move into the back ground, and eventually only a few PCs will reside there, and several NPC Silver Fangs. A large castle resides on the bawn, built on the side of a cliff. It is a noticeable feature from Denver.
I would like to move the focus of the game away from Mount Falcon, and back to the Denver Caern, since we often run our games in City Park, it makes it a lot easier to visualize. That would make Mount Falcon similar to the Evergreen Court of the northwest, a Silver Fang Court that Silver Fang players can interact with, and some Moots and formal gathering will be held there, but for the most part the game will revolve around City Park.
City Park, called the Mile High Caern is currently dormant, should it be restored it will be a level 3 Caern of Wisdom; the totem of this Caern is Rabbit. Long ago the Wendigo used the Mile High Caern in the warmer months, especially when hunting the Buffalo herds that used to roam free through this countryside. During the second War of Rage the European Garou that followed their kinfolk to what would become Denver claimed the Caern for themselves. The Wendigo and Europeans fought over the Caern fiercely, but in the end the Wendigo were defeated. As Denver began to grow up around the Caern the Garou who tended it worked hard to preserve it�s original intent, and honor the crafty spirit of Rabbit. Over time the Wars between the European Garou and the Pure Tribes ended, and both shared the Caern again. Due to the strong degree of Weaver influence within the city, the bawn only extends to the edge of City Park, and the gauntlet rating within the Caern center is 4, quickly raising as one moves away from it (most of City Park has a Gauntlet rating of 7). Once off of the bawn, the Gauntlet raises to 8.
The Umbra: The spirit world around Denver is mostly horrific (certainly not an escape route), both Weaver influence and Wyrm influence are strong, and vary throughout the city, depending on the reflection within the material world. The suburbs are not as dangerous, but there is a sense of smothering, and loss. Only a short time ago these lands were open space, in both the material world and the Umbra animals such as coyotes, deer and mountain lions still hunt and play. The foothills, mountains and out on the plains the Umbra comes alive, the colors becoming more vibrant, and the joy of what is left of the Wyld and Gaia Untamed can be felt.
Venue rules:
See the Domain VSS Template for detailed venue rules.
In addition to the above, the Storyteller will handle Renown; players will not be told their temporary Renown rating (unless they reside within a different domain). Greater emphasis will be placed upon Honor renown, both in the earning and loosing of it.
No character concept will be approved the day of game.
Visiting character/plot policy:
It is highly unlikely that a character from another domain would be denied the right to play. If for some reason their character concept would be too great a distraction, or if there is some question about the validity of their character, and NPC will be provided for that session. This can be avoided if the player contacts the Venue lead prior to game. As with the character certain equipment may also be denied for the same reason. No approval item will be denied if a copy of the approval is brought to game (the approval number will not help me as I won�t have Internet access within a public park).
Style of Play
2 : Intrigue (politics and negotiation)
4 : Action (combat and challenges)
3 : Mystery (enigmas and investigation)
4 : Drama (ceremony and characterization)
3 : Darkness (probability of player character death or corruption)
(1-No content of this type, 2-Minimal (usually player introduced), 3-Occasional, 4-Consistent (available every game), 5-Focus of Game.)