Quicken the Dragon Chronicle

::
::
::
::
::
::
::
::
::
::
::
::
::
::
::
::

THE AVERNUS F.A.Q.

Frequently Asked Questions

Can I bring a character in that I am playing in another game? Or can I convert my favorite table top character I have been running for the last few years in another game?
No. All characters must be made according to Avernus charcter creation. If one of your old characters happens to conform to this it can be mirrored in Avernus but no plot from other games will apply to it.

Are you accepting XP from other games or organizations such as The Camarilla, SLAFC or OWBN?
As we are an independent unaffilliated group and issue our own experience points. We do not honor XP from other games or organizations.

Is it the intention of Avernus to join a LARP org or network of games?
At this time, we have no intention of doing so, and we do not forsee that eventuality arising.

What is the process for getting into the Avernus game?
   1. Read about the chronicle - still interested?...
   2. Send in a player application.
   3. Read the rules
, errata and character creation notes.
   4. Make a character and write a background. Send it in.
   5. Get an approval from the Director.
   6. Receive your invitation packet by mail and get ready to game!

Can I bring a friend to just watch, or can I just observe?
LARP is an interactive experience that cannot really be understood by an on-looker. Reporters have tried, photographers and video teams have tried to capture it before unsuccessfully. It just doesn't work. Further, if a new player wants to understand the environment, they have to actually play in it or they will never access the emotional and psychological part of it that is quintessential to the experience. So, in short, we do not allow observers or players to play ghouls as a way of learning the game. It just doesn't work unless the character is embraced the first night. Even so, this is not a game for most beginners to LARP, though a good study who understands LARPing but perhaps not Sabbat, may do quite well. Our advice is that if you are going to step in, take the full big step all the way in.

Is there an age limit for playing in Avernus?
Yes. While we recognize the enthusiasm and vigor of players under age 18, it is not a risk we feel we can incur. Further, we deal with very adult themes and it is the desire of the Avernus administration to avoid exposing impressionable teens to subject matter which they are not mature enough to handle. While we regret this exludes precocious teens, we cannot oblige them.

What kind of characters do you want for your chronicle or can I play NPCs for you instead of making a character of my own?
Avernus is a play-driven environment. Our plot construction is called an environment because it is like any eco-system in that it is selfcorrecting and has rules of it's own. That allows us to give the players the freedom to create their own destiny within the limits of our vision of World of Darkness. Thus, we feel it appropriate to maintain as very few NPCs as possible to maintain its integrity. Further, if we require a NPC in our enviroment, they are played by staff members to assure a quality experience for our players as NPCs can and frequently are potentially dangrous to PC's survival. We want to avoid this. Further, at this time we are not looking to bulk up on any one group in the character cast, per se. We will post a notice of this changes. But on the whole, aside from keeping clan quantities in proportion to the WoD, our primary concern is that every character be a three-dimensional individual who has a place in the chronicle. It is impossible for us to pidgeon-hole personalities into "types" that define our needs at this time.

Is Sabbat a hard genre and is it really just a combat game for thugs?
Yes, it is one of the harder genres in the White Wolf World of Darkness collection of games. It includes additional vampire ganre mechanic, more complex game mechanics, and is culturally so far afield from the human experience that it can be very difficult even for the most experienced and well-versed player. It is a challenge we hope you will accept.

As for being thuggish, Sabbat games are either designed that way by an inexperienced storyteller, can be the result of poorly constructed, two-dimensional characters or are the result of environment which is incomplete, poorly adapted or badly run. Likewise, the expectation of a hack and slash experience can prime players for that kind of experience. Please be advised that the Sabbat is one of the most passionate, volatile, spiritual, emotive, violent, mentally stimulating and politically complex of the genres. It's not for everybody.

We hope to administer this game to such an extent that this will not be a problem. However, this can only do so much good. While it is our hope to accept good players, we will also aim to cultivate them through dissemination of the pertinent information. We also recommend that to play this game, a player thoroughly read Laws of the Night Revised, Laws of the Night - Sabbat Guide, the Clanbook for their character and hopefully any other White Wolf revised books which pertain to the character.

How do I form a "Pack"?
Recommended reading: Laws of the Night (Revised) - Sabbat Guide, pg 21.
The Storyteller requires each pack submit Ignoblis Ritae (min 3) which are either unique to their pack or variations of extant Ignoblis Ritae.

Notes: Packs and coteries are much the same thing except the former is backed by ritualized behavior and are much closer. Pack members often live in a single haven and do most things together (See film: Near Dark and Lost Boys). Packs come in two types: Nomadic and Established (covens). Packs should be a dead minimum of 3, though 4 is preferable for game. Many will be 4-7. Your group should have a Ductus and Priest at minimum. Many also have an Abbot (who is sometimes a ghoul), and in some cases a Leiutenant is appointed as a right hand man to the Ductus for secular matters (a war chief) so that in the event of the fall of the Ductus this person may assume command in lieu of the Priest who normally would take the leadership. The Lieutanantship seems to have developed because in some cases, Priests have made it clear that spirituality is their forté, and if they were called up on to lead a pack they would be at a total loss.

 

 

     


"For what is it to die, But to stand in the sun and melt into the wind? And when the Earth has claimed our limbs, Then we shall truly dance."

--Kahlil Gibran

 


Staff:
The staff of Avernus is composed of the following qualified volunteers. Experts in the genre, they have been playing it for over 7 years and have served as staff in other WW games across Southern California.

  • Storyteller/Director: Killienne Gibson-Thomas. Responsible for management of the game both in and out of character, from plot to assuring a quality gaming experience for our players. Her fortés are theater craft, costuming, writing, storytelling and organizational thaumaturgy.

  • Assistant Storytellers:
    Cory Marzano
    and Theo Strinz

  • Information Coordinator:
    Char Bernardin,
    manages all paperwork and data tracking.

  • Mechanic Editor: Quentin Devlay, whose help has been outstanding in the preparation of publications.

  • Narrators: There are several who will be introduced at each game.

  • Web Administrator: The Director is responsible for the web site as a principal means of communication between players and staff between games. Downtime actions should be transmitted by email or our forums to assure nothing falls through the cracks of online chat or phone conversations.

    Please report broken links or page bugs immediately. We greatly appreciate it and do our best to make this a funcitonal and efficient tool for Avernus participants.