Quicken the Dragon Chronicle

Avernus is an independently operated live action role-playing (LARP) experience, set in the Sabbat genre of the White Wolf World of Darkness™ at the Time of Thin Blood.   It is played in the north San Gabriel Valley of Los Angeles County.

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NEWCOMER ADVICE FOR OLD TIMERS
Article by Qadi @2000


Responsible for Your Own Good Time
You need to decide what you, the player, want to get out of the game, as you "are responsible for your own good time" Ñ we provide the setting. What would make it an enjoyable evening for you? That could be anything from getting to hang out with your friends, to meeting new people, to getting having really dramatic, emotive moments. Knowing what you would enjoy doing is the key to achieving it. When you walk away at the end of the evening, it will give you a criteria to judge whether you want to come back or ways to improve things that were self-defeating. What your goals are for enjoyment will also help you determine what kind of character to develop, especially whether you want to build someone more violent, social, intrigue generating, quirky, or reserved. Generally, you want to build a character that fits your goals of having a certain kind of experience. The game is not about "winning" or "losing" it is about the quality of the experience, so plan accordingly.

Character Goals - Short-term vs Long-term
Once you know what you want out of the game, then you can design a character to help fulfill those goals. Please remember that LARP is by nature an interactive experience, so a mute, stoic or reclusive character might be counter intuitive to the desire to meet people.

Then comes time to actually play. What you need to decide are the short term goals for your character for the evening. They could be very simple, from meet three new people, fight someone, or more complex, such as gain influence in your clan, a blood boon or diablerize. By setting goals, you give yourself purpose, and keep yourself from falling into the trap of sitting around waiting for someone to come up to you and tell you what to do. Because this is not a tabletop or video game, it is not as structured with a Storyteller always guiding you and your friends through narrow choices of a pre-planned scenario. Instead we recommend you set yourself a minimum of 3 nightly goals and even if you don't know how to achieve it, at least you have some motivation and can explain it to others when you speak to another character who may be able help you. These goals should be feasible thought not overly simple and are not a replacement for your character's long term goals.

Showing Deference
Face it, a new player stands little to no chance against a more experienced character, and a properly designed Elder can hold up against most odds. What this means is that a new character not showing respect to their Elders is looking to get killed. It is not customary for players to bump-off a new player's character the first night, however the customs of the World of Darkness will begin to assert themselves. All bets are off when any neonate begins mouthing off to the powers-that-be. They may be slow to act but they will never forget the slight and will mete out punishment accordingly in time. If the infraction is rash and severe, be assured the Elder will be likewise and swift. Even if you are playing the loudest Brujah Anarch cussing out the Toreador Primogen (as is well within your character concept), if your character has any survival instinct, he will limit who he offends. He will be sensitive the need for back up (menacing thugs or blackmailing court allies in reserve) when he does it. If not, then don't cry when you get slaughtered in an out of the way alley. Take it as a learning experience. A neonate should show respect to his Elders, out of legitimate fear if nothing else.

Cashing in on Your Usefulness
One great way to get involved in things is to make yourself useful to the Primogen Clan or court Elders. There are many ways to do this, from passing their messages discreetly, to taking accurate notes, to going out as a strong man for them, to distracting or delaying their detractors from attending important meetings. The approach will vary for each character and group, but by doing so, you will develop powerful allies, who can aid you in the goals that you established. You may end up in a coterie! Also, as they are long-standing players, they will likely have more of an idea of what's going on, and so more things for you to do, as well as knowing all sorts of people to introduce you to, and being generous with funds and equipment to start you off.

Always go to your Clan for simple things like cheap armor and guns. In all likelihood they either have some lying around, or know where they can get some cheap for "family". For better equipment, you will have to provide better service, either to them or to those who have it. Whether it's spying, body guarding, or boon swapping, your services can earn you things that your few influences will not be able to buy. Your Influences are valuable, even if you only have a few. They provide another means of gaining prestige and favors from those more powerful than you. You can sell them, making yourself a profit, or donate them to the Clan, which gets you kudos and title in some clans, or trade them for other equipment or services, over a longer period of time or allow you to grow more and others. In any case, those Influences are another asset, and one you didn't have to spend points for.

Reliability and discretion are your greatest asset as a new player who is providing services to those who are established. If you are someone who will be there consistently, and do what you say you will do, you are very valuable even without great powers, and will earn respect from those who matter and be rewarded accordingly. Of course, conversely, you had better live up to their trust, or you may find yourself shut out, or eliminated if too inconvenient. Constantly causing problems for others to clean up is not a good way to endear yourself to them.

Coteries, Packs & Clans
This is not safe in the World of Darkness. It is very easy to get killed or exploited to uselessness, and at the beginning, you are at the bottom of the food chain. Yes, this is supposed to be an Elysium without violence, but for most players that seems to mean it's time to do violence but not get caught. With the Sabbat or other groups it can be even more cut-throat. In a tabletop game, there are plenty of times to interact that are not on Elysium grounds and such is the case with SLAFC where we have games in a variety of environments from your haven to court. Remember, the Sabbat, Assamites and such could care very little about the concept of Elysium. All in all, it's amazing that Kindred show up to these things where they can get killed instead of hiding in strongholds but then everyone needs to get out once in a while or go stir crazy.

No matter how dangerous the situation, there is strength in numbers. First, you may join a coterie, your friends who all decided to play together for support and may be playing any number of Clans or all in one. By sticking together, you can avoid being picked off either politically or physically. Second, especially if you don't know anyone else playing, you can be in a group with Clanmates, once you are introduced to them by the Primogen. They are more of a guaranteed support group. By working with them, you develop a bond, and a raport that results in backup when you need it. These groups can provide skills, access and tools that, in addition to protecting you, also make you attractive as a useful ally, i.e, someone to do favors for people. That provides you with entertainment, and also with wealth.

Loners, Lurkers and the Stoic Mute
The idea of being the lone wolf who seldom speaks or is a hidden spy that no one can speak to or knows is present, can be intriguing... in concept. There are pitfalls it poses. Spying is indeed interesting but very lonely, and LARP is often better suited and more fun as an exercise in interacting with others. No, it may not illustrate the popular image of the solitary and spooky vampire, but if you don't put yourself beyond that stereotype then you are missing out on a big dimension of the game. The characters that are played in this "theater" are a combination of the supernatural monster and the person that preceded them. The ability to talk and scheme and fight with others is the entire point of having such a massive gathering. You could sit around and not talk to people anytime (you could stay home, alone, for that) in your daily life; this is a different opportunity.

Also, as a single person, you have much less chance of getting anything done, while acting with a group can be much more productive. So, why be alone? Sometimes the best "spies" never do it all themselves, but rather amalgamate the disparate information from their sources into something cohesive and broker it. Also, spy if you wish, but do something with it. If you are a successful spy, no one knows it and they will never approach you on those terms. Sell to others or otherwise interact with them, dropping hints of your knowledge.

Also, remember that spies can get caught, and there can be deadly consequences. So if you don't develop allies to protect you, alibis or a scapegoat, your character may disappear one night, and no one will ever know or care. This is very unexciting and anti-climactic. Take those abilities and use them in social ways, and you will have a much better time. The sure cure for blackmailers is to bump them off and sometimes those you spied on may have allies who are sympathetic to your selling the information and take it directly to your victim giving them time to plan your demise at their many hands. Remember their plans may be many layers deep and built by many hands over time. Watch who you rat out.