Sydney Lost VSS

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Sydney | Anarch | Forsaken | Lost | Requiem


Main | Characters | Freehold | History | Locations | VSS


ADMINISTRATION INFORMATION

1: Venue Name, Number, Domain Name, Number

East of the Sun, West of the Moon (number to be supplied)

part of The Harbour of Darkness, (ins. Number here)

2: VST & VC Names and membership numbers (Can be altered at Mid approval)

VST: Michael McDonald, 2011100002

VC: To Be Elected

3: Game Location, Time and Fees (Can be altered at Mid approval)

Old Children's Court, Albion St, Sydney

1900 hours, 4th Saturday of the month

($7 to be confirmed)

4: Mailing lists, websites and other online resources used (insert lists)

GAME INFORMATION

1: Genre

Changeling: The Lost

2: Setting

The game is set in the city of Sydney (locations to be determined through discussions on Domain level), following a freehold of Changelings as they attempt to rebuild lives for themselves post-escape.

Until recently, the Seasonal courts were treated as second-class citizens by a powerful East-led directional court. With the death of the Eastern and Northern monarchs, the main two oppositions to the Seasons running the freehold are gone. The freehold has recently, at start of chronicle, been peacefully transferred to the Seasonal courts by the dwindling Directional courts. However, other motleys exist seperate from the players Freehold, each with their own agenda and outlook; some of which have collected into a fledgling Freehold of East Courtiers stricken by internal bickering and indecisiveness.

Players will thus have to deal, not only with the stabilisation of their own lives, but also dealing with the political fallout from this situation.

3: Mood and Theme(s)

Uncertainty: Players will be presented with a world where the single changeling may not be able to survive, while simulataeneously presented with the simple fact that everyone has their own agenda. The directional courts have bled members leaving a few random motleys around – can the players ally with them or are they against them?

Trauma (and coping): Every changeling is fundamentally broken – as sharp as steel, as brittle as that sugar glass or balsa chair you use to bang someone's head with. Players will be challenged to confront their trauma, be presented with opportunities to heal, or be given more.

Identity: Is the person kidnapped the person who returned? Is the person who returned the person I am now? If I saw my wife in the street would she recognise me, would I recognise her? Would she recognise me?

Pomp and Circumstance: On top of the sheer uncertainty of traumatic existence, combined with the knowledge that every court, every motley, every changeling has their own particular demons, the courts will have a veneer of showmanship, liberated now from the governance of the Directional Courts.

4. Scale of Themes/Styles

Styles of Play. 1 (Never Present) to 5 (Always Present).

Style of Play

Description

Rating

Action

Combat and Challenges

2

Character

Development, personal dilemmas and choices

4

Darkness

PC death or corruption

3

Drama

Ceremony and grand story

4

Intrigue

Politics and negotiation

4

Manners

Social etiquette and peer pressure

4

Mystery

Enigmas and investigation

3

Pace

How fast do stories emerge, develop and resolve?

2

5: Preferred character types, and restrictions (Examples of the exemplar)

The freehold protrayed by the chronicle is run by the seasonal courts. The main court make-up is the four seasonal courts, Spring, Summer, Autumn and Winter; with South and West serving as lesser Courts.

Due to in game history, North is fundamentally weak and East is represented by another freehold. Players wishing to play these courts will have to take this into consideration, but will not be refused. Representatives of the Sun, Moon, Dusk and Dawn courts will not be refused, but players are advised that these courts are not functioning as political entities in the city. It is further noted that, due to the underlying tensions no-one will admit to, courtless are advised against, in order to involve players in the political intrigue facets of the game.

Player characters not to have been present in Sydney since before 1980, with verbal knowledge from that period to be difficult to get. “We do not talk about that time” Due to the underlying tensions no-one will admit to, courtless are advised against, in order to involve players in courting.

6: Location of Venue history information (http://wiki.beyondthesunset.org.au/index.php?title=Sydney_Lost_History)

7: Locations

Co-operation on a grand scale is only a recent thing for the Courts. Each Court has its own commons, for the use of its members. These locations are Court secrets known only to those with respective Mantles. The names are common knowledge, but that is all.

Freehold Commons: The Grand Hall (Located in the north, see (http://www.mandalayreceptions.com.au/index.php) for reference)

Spring Commons: To Be Determined

Summer Commons: High Garden (A tended preserve in the Hedge that crosses over into an extensively landscaped dwelling)

Autumn Commons: Hotel Delphoria (An abandoned hotel with a established folkloric history)

Winter Commons: To Be Determined

South Commons: (A sleazy nightclub in the Shire)

West Commons: Fort Legion (An older style house in a gated, fenced acreage located out west by the National Park.)

The Assassin's Redoubt (A cliffside fortification located in the Hedge)


Other Locations

The Rose and Briar (Private bar, run by members of the Freehold)


EXTERNAL FACTORS INFORMATION

1: Experience Awards

Per month: 3XP – game attendance 2XP – prompt submission of downtime

As per the Addendum, the ST reserves the right to reward a further: 2XP for game related matters 3XP for matters not directly related to physical game attendance/participation;

2: Custom Rules

Preferred resolution method is mediation - that is, a preference "roleplay" over "rollplay."

When not applicable, the rule set for 8div3 utilising cards or dice roller apps will be preferred.

The dice pool method using dice or dice roller apps are sanctioned, but to be used with the agreement of the players at the ST's discretion.

3: Downtime Handling Procedure

Downtime reports to be supplied by the first Saturday of the following month, in accordance with domain guidelines, to syd.reports@gmail.com. Downtime reports submitted after this date may be accepted and awarded XP at the STs discretion

4: Crossover limitations (Physical, merit-only, information, firewalled/none) and expectations. (NB: all crossover requires both Mid Approval and the approval of the appropriate VST)

As per the corresponding Addenda.