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WtA thoughts

I'm starting to work out the particulars of the WtA game I'll be starting in January, and have some questions.

First, what I have so far:

The Sept of the Three Old Oaks is located in the Endless Mountains Region of Pennsylvania (specifically, in Susquehanna County, not far from the Woodbourne Forest & Wildlife Preserve. The nearest municipality is the (fictional) town of Oakville, PA. The town's biggest claim to fame is being home to Whiteoak College, a liberal arts school founded in the 1930s.

Oakville was founded by German settlers prior to the American Revolution, and the population still has a strong Germanic content. The next largest ethnic group is Irish (there was an influx of Irish immigrants just after the Great Famine). There are a smattering of other ethnic groups, mostly college students.

The Three Old Oaks is mostly Get of Fenris and Fianna. This isn't to say you couldn't play a character from one of the other tribes, but he or she would need to be able to get along with those two groups. :)

I'm figuring on keeping the sept small - there'll probably be about two or three packs, including the PCs, in the whole sept.

Now, for the questions:

1. Do you folks want your characters to come in as a group of Cliath (Rank 1), or as cubs (Rank 0)? Cliath would know the ins and outs of Garou society and be able to use Gifts, be members of tribes, etc., but the players wouldn't really have time to learn about the Garou in-game. I'd also expect you to put some thought into your characters' First Changes, Rites of Passage, and other past history.

If the characters came in as cubs, I'd run a Rite of Passage as the first adventure. This has the advantage of letting both players and characters find out about the ins and outs of being Garou at the same time (a good thing for players who are new to the system, or even new to Revised). This would also mean that they'd all start out on the same foot. However, the characters wouldn't be able to use any of their Gifts until they completed the Rite of Passage (a Garou who hasn't completed the Rite of Passage is of no Rank and no Tribe, and thus hasn't learned any Gifts).

2. Do you want to begin the game as a pack, or have the characters form one IC? Either way, you'll have to select a Totem and figure out a purpose (which is just a fancy way of saying what your pack is going to do), but if you form the pack IC, they can be resolved in-game. If you come in as a pack, those questions will have to be decided OOC (probably before the game begins).

More to come, probably....

Comments

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im_a_woman
Sep. 24th, 2006 12:54 am (UTC)
I'm sad to say that I'm not sure what I'll be up to in January. I'm feeling like I need to do less gaming. So anyway, I still haven't figured out whether I will start playing another game after the super hero campaign is over.
the_lizard_rat
Sep. 24th, 2006 03:59 am (UTC)
*steps sideways into the area while traveling the web, arriving here*

Personally, I always find it more fun starting from scratch as cubs, but that's just me personally. Found you while doing a LJ search for the Striders, thought I'd comment and say hi.

Lizard Rat out.
Lupus Silent Strider Ahroun in Albany NY

cleverusername2
Sep. 24th, 2006 12:41 pm (UTC)
I'm a big fan of rite of passage adventures.
ambrose_rinaldo
Sep. 24th, 2006 11:43 pm (UTC)
I'd go with rite of passage and all that because it would help establish the characters.

I resonate with what im_a_woman stated with not knowing what the new year will bring. I may not be able to game as well, depending on what exactly is going on with my schedule.
tarbis
Sep. 25th, 2006 10:44 am (UTC)
I'd actually suggest away from the 'Rite of Passage' adventure. Because that is the last thing done has a cub so by then every character should know in character all the social stuff. Taking and completing the right makes the character an adult with adult responsiblities so no sane sept is going to let cubs take it until they have knowledge about equal to reading chapter one in the core book. All you end up with is a group of characters where the players get less choice in their names and gifts (only able to learn ones from what is around in the area).

Now if the pack were to be formed OOC, but not fully you could still run an intro adventure in the form of the Totem Rite (which would have to be done seperately from the Rite of Passage anyway).
lostsatyr
Sep. 25th, 2006 11:26 am (UTC)
All you end up with is a group of characters where the players get less choice in their names and gifts (only able to learn ones from what is around in the area).

Deed names, yes I can see that, though there's still personality-based names. (Though as a person who has trouble coming up with names, I've found the RoP useful for sparking deed-name ideas, so it does have a positive side too.)

Gifts come from spirits in the first place, so I don't see how learning gifts is going to be limited. And I'm planning on playing a theurge, so that should make it even easier to negotiate with/browbeat spirits :)
thegamemistress
Sep. 25th, 2006 12:11 pm (UTC)
All you end up with is a group of characters where the players get less choice in their names....

If you're talking Deed Names, I'm willing to tailor part of the RoP so that a character could end up with a particular Name. I don't really see where the limitation is, but it's entirely possible I'm missing something.

lostsatyr
Sep. 25th, 2006 11:59 am (UTC)
Having read all the comments, I've gone from not caring either way to agreeing with ambrose_rinaldo's reasoning. I'm thinking it would be good to see how the characters interact with each other while there's more room for, um disagreements. So while they're not really a pack they have a chance to work things out.

Also, as a seperate issue, with the background of the Sept you've been working on, the Sept is likely to be actively recruting, so something out of setting (e.g. urban Bone Gnawer) could still work.
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sarahgilly
thegamemistress
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This LJ chronicles my experiences in geekdom. Feel free to read, but beware of falling dice!

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