|
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.
|