Hotel Pacifica

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Monterey Lost VSS

Part 1: Basic Information
Domain Dark Cypress CA-069-I
Venue Changeling: The Lost
Venue Storyteller Scott McQuiston
Storyteller Contact CamScotty@Gmail.com
Game Times TBD

Part 2: Styles of Play
Rate each of these categories 1-5, using the scale below:
Style of Play Description Rating
Action Combat and Challenges 3
Character Development Personal dilemmas and choices 5
Darkness PC death or corruption 4
Drama Ceremony and grand story 4
Intrigue Politics and negotiation 5
Manners Social etiquette and peer pressure 3
Mystery Enigmas and investigation 4

Pace How fast do stories emerge, develop, and resolve? Moderate

Rating Description
1 Never present
2 Sometimes present
3 Often present
4 Usually present
5 Always present

Part 3: Description of Venue
History: Monterey is steeped in supernatural influences. It has a high percentage of documented “haunted locations”, not to mention well-known historical curses. In fact, Montereys Freehold “Hotel Pacifica” is an homage to the “French Hotel”, one of the more well known supernatural structures in America. Monterey has a unique weather phenomenon. Fog layers the land more often then not, and although it’s a resort area, the summer is based more on the tourist season then actual warm weather. While the Freehold of Monterey follows a traditional seasonal court change, it is without a doubt strongest when the autumn court is in power.
Theme: “Sea of Fear – Land of Darkness” The legends and tales of Montereys past are rich in fearful elements and frightening events. That supernatural history will be a major playing point in the chronicle. The ghosts of the past persist to modern times. How do the Changelings of Monterey, who already live in perpetual fear and paranoia deal with an area that exudes it all on its own? Will they conquer it or will it conquer them?
Mood: The overall mood will be one of the fear and foreboding. Monterey is an established terrifying location of legendary proportions and the Changelings can either heighten or overcome it… to swim or drown in the darkness.

Part 4: Storytelling Mechanics
Detail any of that apply to the venue:

Proxy rules: Though proxy play is permitted by the Camarilla rules supplements, proxy characters are discouraged except during special events or for very specific actions that take place outside of regular games, as there are often insufficient staff or members who can run the proxy characters to their fullest. Please understand that proxies very rarely add to a game and often result in improper play of a character. As such, any and all proxies will require an extensive write up on the PC’s goals and motives, as well as a copy of the character sheet, background, and proof of MC. All proxies are hard proxies. The proxies must be received by the VST in writing or via email at least 48 hours before the game, and must contain everything needed to check in. This is detailed in the Camarilla Rules Supplement. The VST reserves the right to refuse proxies.
Travel risks: Low with normal means. There will be occasion that travelers will encounter trouble, but such situations will be primarily used by the storyteller for the purposes of furthering plot.
Visiting characters guidelines: You must bring a copy of your character sheet with all required approval numbers clearly listed. If you have any 'Custom' approvals, a full write-up of the mechanics of the Approval must be provided to the ST before game for it to be permitted. For items your character has (weapons, armor, etc.) you must either have a signed item card or have the item(s) listed on your character sheet. 24 hour notice of your attendance is appreciated, but not mandatory.
Experience award guidelines: Players will typically receive four experience points for each game. The VST may award fewer points to players who show up very late to game, who don’t stay in character for extended periods of the game, or for a host of other possible reasons. The VST will also regularly award one extra experience point as a reward to players for exceptional role play, contributing greatly to the night’s game (often by being the host and having minor advance preparations), for surviving a particularly dangerous scene, or for a host of other possible reasons. The decision to award less or more than 4 experience points is solely in the discretion

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