Venue Style Sheet

Player Information

Venue Name:
Dark Heartland/Kansas City (MO-D02)

Genre:
Garou

Contact:
Tim Hickman - DST [email protected]

Place/Time:
Location varies. Held 1st and 3rd Saturdays of the month, preceeding the Sabbat game that evening.

Information regarding schedule can be obtained on the [email protected] email list.

IC Event Locations and Times:
Varies.

OOC Directions:
See Place/Time.

Theme/Mood:
None specified.

Character restrictions:
None.

Proxy rules:
As per current Cam supplement.

Travel risks:
None specified.

Challenges:
No special rules.

Player Notes:
As the venues are approved and administered by the Domain Story Teller, any player that is a member of this Domain will use the Domain sanctioned archives and printed character sheets for any events run at the Domain level. If there is a dispute to any information in the database or on the sheet the Archivist must be informed to allow the Archivist the chance to research or explain the discrepancy. Players at anytime may appeal to the DST, the VST, or the CST of their chapter, if the discrepancy can not be resolved.

Any player that is a member of this Domain that enters a challenge without an approved Domain character sheet will relent to any challenges.


Storyteller Information

Venue Storyteller
Name: Tim Hickman
Title: DST
Email: [email protected]
Passed Thespis (y/n): Yes

Style:
The Dark Heartland garou venue is one which explores the epic battle between "good" and "evil" and the ways in which this struggle affects the lives of the garou engaged in it. It is a venue which combines aspects of large scale interaction with minions of all three portions of the triad. In addition, it seeks to deal with the personal, tribal and sept wide ramifications of these interactions. The venue includes both plotlines introduced by storytellers and the player driven interactions of the various characters in the venue.

Antagonists:
The primary antagonists of the venue are the same as the protagonists - the three aspects of the triad. As the three asepcts of the triad combat one another they pull the garou into their struggles and push them to "take sides" or come up with solutions which preclude them from having to do so. As always, the minions of the wyrm are an everpresent antagonist; however, the venue strives to provide more than one dimensional wyrm creatures whose actions erase the moral ambiguities that make the garou venue so interesting. These ethical dilemmas and the consequences of the garou involved in them provide the primary plot arcs for the venue. In addition, the venue seeks to portray the garou nation as its own antagonist. The actions and factions within the nation provide the garou with more to combat than just the wyrm; they must often combat themselves and their preconceptions of the nation and their places within it.

Venue antagonists are fomori, BSD's and typical spirits.

Venue rules:
XP awarding follows Laws of the Wild, p202, except for a change from a base award of 1xp to 2xp. (Base 2xp per game, with additional xp for exceptional roleplaying, etc.)

No variation from suggested influence setup in Prime.

Visiting character/plot policy:
All characters and items coming from other domains/regions will be examined by the storyteller(s) before entering play in a Dark Heartland garou venue game. Items requiring high levels of approval or influence expenditure may be denied if the storyteller(s) decide they do not fit well with the plotlines in play at the time of the game.

Style of Play
3 : Intrigue (politics and negotiation)
3 : Action (combat and challenges)
4 : 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.)



Approved 31-Mar-2000 - NC2001-04-09-GA-002
Amended 29-Mar-2002 - Interim approval process
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