Showing posts with label Storytelling. Show all posts
Showing posts with label Storytelling. Show all posts

Wednesday, September 10, 2008

Draft Canberra Vampire Venue Style Guide

Venue Style Sheet: Intersections

Vampire: The Requiem – Canberra, Australia.

Basic Information

Domain: Canberra

Venue: Vampire

Venue Storyteller (ST): Andrew Galan

ST Contact: vstcanberra@gmail.com

The Canberra Requiem Venue is based in the Australian Capital Territory and the surrounding area including Yass, Goulburn, Braidwood, Cooma and Jindabyne:




The venue hosts a single monthly Requiem game.

Description of Venue

Canberra – The Court

Monthly, Third Saturday of the month: 7.00pm to 11.00pm

Location: Turner Scout Hall

Lead ST: Andrew Galan (VST Canberra)

Lead Assistant ST (aST): Steven Doyle (AVST Canberra)

Lead aST: Mitchell Hatherly (AVST Canberra)

Temporary Narrators: May be appointed for any game when necessary.

Styles of Play. 1(Never Present) to 5 (Always present):

Style of Play Rating

Conflict 5

Decisions 5

Darkness 4

Drama 3

Politics 5

Interaction 5

Mystery 3

Pace 3

Conflict - 5

Conflict will always be an option within the Canberra venue and therefore always present - both for those engaged player to player and for those pursuing plot. Characters should act with this always in mind. This is what makes Elysium so significant to Vampires. Any conflict that is pursued should be done so with the full understanding that destruction of player characters and character assets can easily occur. Planning, preparation and the possession of some appropriate skills, attributes, disciplines and/or merits are encouraged for those engaging in conflict and challenges.

Decisions - 5

Choices are the core of the Requiem game. The first choice is to be a passive or active participant in the Venue. Active participants will play a central role in shaping the game world. Passive participants will be buffeted by those shapers but may still make significant and consequential reactive decisions. Dilemmas will come within the game world when players have their characters make choices on how to proceed, either in active pursuit of an objective, or in reaction to the unfolding of events. No character will move untouched by events in Canberra

Darkness - 4

While Vampires are immortal, players and the game are not. Therefore long-term planning and a focus on politics are encouraged, but in order to have a dynamic venue players are encouraged to have their characters make choices and have their characters deal with the consequences of those choices. This ultimately leads to players having their characters engage with corruption and death, be it their own or that of adversaries. Treat this period in Canberra’s Kindred history as one of flux, a pivotal transition point of destruction and rebuilding.

Drama - 3

Core Vampire is dramatic interaction between player characters played out within Court. This includes shifts in status being done at Court, corrupt and exploitative Court officials, as well as omnipresent fear suspicion and paranoia played out through the formation and crumbling of alliances, cementing of power bases within the city through Allies and Retainers and an ever present drive to gain a foothold in something important within the city – most prized, a position at Court. But in order to not bog the game down in endless melodrama, drama will be encouraged at truly pivotal and significant moments.

Politics - 5

All the Covenants and Clans are political; do not let anyone tell you otherwise. Because, achieving power gives the Covenant and/or Clan access to the control necessary to pursue ambitions in full. Power comes through politics which requires engagement, negotiations and sometimes violence. For characters to pursue and meet their ambitions they will have to overcome adversity, most likely in the form of other protagonists and antagonists within the World of Darkness.

Interaction - 4

Social interaction in Vampire generally centres at Court gatherings. An understanding of status, the role of Court positions and that this is the World of Darkness is critical to playing the game. Vampire is deliberately designed to allow exploitation and corruption of every position within Court. While playing the just and nice character is always an option this should be an exception and exceptionally difficult. Insults are critical within this world; intentional, unintentional and imagined slights can have the potential for consequences far out of proportion to the slight.

Mystery - 3

The World of Darkness is full of the unknown for characters and looking outside their small domain should be terrifying and mystifying. For those characters that do pursue, or are confronted with, the unknown, proper planning or skilled reactions will generally be rewarded. But sometimes so to will dumb luck result in a useful outcome and rewards.

Pace - 3

Plot and interaction between characters can be played out over an extended period, dependent on the actions of the protagonists and antagonists. A mixture of fast-paced and slower paced developments will be aimed for to maintain engagement across a range of play styles.

Storytelling Mechanics

The Canberra Venue uses the rules as outlined in official World of Darkness sourcebooks and the most recent addenda, unless otherwise outlined below.

Damnation City: The Canberra venue will not be using the “Domain” merits from Damnation City (WW25306). Visitors from Venues where Damnation City is used should take note: you receive no benefit in Canberra.

Feeding (MET Requiem p.230): The default will be the core rules for feeding (WW50001 pp230-231). Rules for characters that possess powers, disciplines or merits pertaining to feeding, for example Coils of Blood (WW50001 p209), Herd and Haven (pp129-130) or Temple (WW25305 p42) will also be used.

Armory: Items from the Armory book that are not high approval are low approval with mid notification.

Carthian Law: The Carthians have ebbed and grown in Canberra, should they fulfil the appropriate requirements to exert Carthian Law, outlined in (Book WW25303 – Carthians p.172) then the Carthian Law will be enforced.

Allies, Contacts, Retainers, Staff and Status: These merits are limited to a single downtime action or single action per game. Use common sense when using these items. Use them when you need to, not just because you have them. Remember also what each of these merits represent:

Mentors are individuals that look out for your character in some way and will follow the rules as outlined in WW50000 p144.

Allies are friends and associates that you can count on the help you out sometimes. They are not servants, flunkies, minions or yes-men. You must ordinarily ask for them to act on your behalf, being friends and associates they will sometimes ask for something in return – especially if what you ask is a major favour (see WW50000 p138-140).

Contacts collect information and pass it on to you. They are passive, require no roll and need minimal maintenance. Contacts may pass on information they feel is relevant to you without your asking (WW50000 p142).

Status is a representation of direct and recognised authority in the chosen organisation. Your character has official special access, rights or control over places, people and resources. A character should be a member of an organisation to have status in it, and is expected to fulfil the requirements of that position (WW50000 pp146-148).

Retainers are your personal, loyal servants. They do what you ask them to do. When using and buying retainers consider the dot value carefully; a one dot retainer will ordinarily not do you much good, they may be invalids, small children or otherwise inept. Consider this when using them. Special retainers granted by special abilities (zombies, homunculi etc) are exempt from this restriction. The ST or assistant ST will design and play retainers (WW50000 pp145-146).

Staff represent a small group that work for you directly doing menial tasks. They do not wield influence or status for you and perform simple tasks only.

Downtime: As normal, characters receive 1 downtime action per dot in resolve, per game period. Downtime is due exactly 2 weeks prior to the next game.

Learning out of clan disciplines, other than Vigor, Celerity and Resilience, requires an action by both student and teacher in downtime.

Learning devotions (including Invictus Oaths) and rituals from a teacher requires an action be spent by the student and teacher.

A downtime action may be spent to regain a single willpower; as your character spends time recovering.

A character can spend a downtime action to gain two of their willpower instead, by indulging in her vice or spending time in spiritual contemplation (for Lance and Acolytes). Adequate descriptions of this action must be included (1 paragraph description or scene). (A single willpower is automatically regained per week).

A downtime action may be spent for additional feeding draws at the following game; the exact amount will depend on the feeding system being used at the time.

Eminence and Ascendance (MET Requiem p.290): Will be decided and changed on a monthly basis – the night of each game, based on the characters active within the domain from the previous game. The resulting eminence and ascendance from this calculation will apply for the entirety of that month. Status changes are to be done in character at the game session. To be effective status changes must be submitted with that character’s downtime each month.

Invictus Oaths (Invictus p.182): Must be taken seriously. If all of the information required by the addenda (successes, exact wording, involved characters and items gained) is not provided, the oath does not exist. Period. Also, any oath that requires action on your characters part will require downtime actions to fulfil, depending upon the oath.

The Oath of Running Blood: 1 action must be spent each downtime period to fulfil the oath. Failure to do so causes the blood glass to solidify.

Oath of the Bloody Hand: 1 action must be spent each downtime period to fulfil the oath. Failure to do so causes the character to take damage.

Oath of Blood Focus: Spending a downtime action on anything other than pursuing the completion of this oath costs the character 1 willpower.

Oath of Blood Service: 2 actions must be spent each downtime period to fulfil the oath. Failure to do so causes the blood oath to break.

Oath of Blood Loyalty: This is the oath you use to grant long-term, less demanding access to disciplines. The price is your free will and privacy.

Note that a character that swears many oaths, without the Resolve (DT Actions) to fulfil them will likely find himself in a lot of trouble as he or she is unable to fulfil their oaths (and suffer the subsequent consequences). A character will not be subject to the above penalties if the character is rendered unable to perform the actions required against his/her will.

Haven Merits: Havens are generally important to a vampire’s existence. Canberra follows the rules for Havens as outlined in WW50001 pp129-131 and WW25305 p42.

Location: Will give you a bonus to every feeding draw you do whilst staying in a haven in downtime. The merit itself represents easy feeding around the haven. This does not apply to random feeding scenes at games. A character can only benefit from one haven location at a time. You can’t simultaneously feed from 3 locations. This bonus, however, can apply to multiple characters staying one haven.

Security: Will provide the usual benefits as per the MET: REQ book.

Size: Will determine exactly how much space is covered by your other haven dots. Haven size need not necessarily represent the actual size of your haven. For example, a character may own and sleep in a large sprawling country estate. At haven size 1, this estate has only a single room that the resident can count on to keep the light out and intruders at bay. At size 5 the resident(s) can find a place to bunker down within moments so long as they are anywhere on the grounds, even out in some field.

Library: The Temple merit is a temple and must be purchased as per the rules outlined at (X-X). The merit is not interchangeable with Haven and Temple is accessible only to Kindred members of the Circle of the Crone.

Frenzy (MET Requiem WW500001 p p253-258): Terrible and feared destroyer of countless requiems throughout the ages. The beast is a vampire’s greatest adversary. It is simultaneously terrifying and exhausting. The beast is indiscriminate and brutal.

Character Creation

What I feel the game needs, and the restrictions I place on new characters will change as the chronicle progresses. Contact the VST Intersections to discuss desirable character types (vstcanberra@gmail.com).

Proxy Rules and travel to play in Canberra

Please ensure you get your proxies to me at least 1 week before the game. Make sure you include travel instructions (Including defined Merit use).

Players should have their ST send their character sheet to me a week (7 days) prior to the Canberra game. Sheets will not be accepted on the night. I and my STs need some time to incorporate you into the local game.

All proxy statements must include the declaration: “I recognize that travel is dangerous in the World of Darkness and by agreeing to proxy my character to this domain I accept the possibility that this action may result in the Death of my character.”

Proxy rules are as per the Camarilla Addenda.

Consider your proxy carefully, and please give as much time as possible before the proxy date. Triple check the following:

Make sure the PCs you’re coming to meet know what’s going on.

Make sure your travel arrangements are sound and safe, consider Canberra’s location and the time it takes to organise plane flights etc.

Make arrangements for you PCs accommodation.

Note what you bring with you, and how (weapons, retainers, vehicles, luggage)

If required, find someone to play your PC at the game.

Travel:

This is the World of Darkness; travels are not safe, plan and take precautions for any travel to or from the ACT.

Air Travel:

Flights originating from outside the Australian Capital Territory (ACT) will ordinarily land at the Canberra International Airport.

Flights originating from within the ACT except International Airport may ordinarily land at any landing field capable of supporting the class of plane within the ACT or New South Wales or Victoria.

Flights originating from within the ACT with a destination outside the ACT, except NSW and Victoria must ordinarily depart from the International Airport.

Rail Travel:

There is one civilian rail line operating between the ACT and the rest of Australia, CountryLink.

Road Travel:

Buses, a number of bus services are available into Canberra, and your character can always travel by car, bike or foot.

Greyhound

Murrays

Experience Awards:

Potential XP each month are as follows: (Max 10/Month).

Monthly XP – Average 6 and Max 10:

Attendance: 2 xp

Costuming: 1 xp

Role-playing: 1-2 xp

Interaction: 1 xp

Downtime: 1-3 xp

Storyteller Discretion 1 xp

Email Etiquette

All questions and approval applications relating to any of your Vampire characters should be included with your monthly downtime for that character.

When emailing your ST consider that he/she has an entire venue of players to consider and give time to.

Sunday, October 21, 2007

Friday, October 19, 2007

Tuggeranong

Morning Flame, I have a story about the Foresaken of Canberra starting to do something they should have been doing for a while now. It is about the opening battle for our fight for Tuggeranong. This is how it goes…


Canberra’s packs stood tall on the night of the Crescent Moon, against the Izidakh of Gurim-Ur in Tuggeranong.


Of the Jyndabine Road Warriors that entered the fray: the Killing Moon of the Suthar Anzuth – Raff, known as Guts‑Lie‑On‑Ground - led the packs; the Gibbous Moon of the Iminir – Dave, known as Burrows‑Through‑Flesh - blazed with rifle. The Crescent Moon of the Hirfathra Hissu - Speaker‑to‑the‑Winds - gunned down the enemy; the Full Moon’s Meninna – Sam, known as Mighty‑Bound - leapt upon the foe and; the Thihirtha Numea – Evan - killed the Pure. All took to the field of battle to win renown.


Of the Mercury Wolves, their Suthar Anzuth: the Gibbous Moon – William known as Dances‑with‑Gauru - stood his ground and; the Half‑Moon – Danny known as Flies‑off‑the‑Handle - charged into battle; both came at the call to arms, to honour their brothers of the Suthar Anzuth.


And, from the Pack With No Name, whose territory they fought for: the Suthar Anzuth’s New Moon – Ryan known as Luna’s‑Defender - who Rages for the Moon; led the way under darkness into the territory of Gurim‑Ur’s Izidakh.


Showing cunning Guts‑Lie‑On‑Ground devised a plan to lure the Izidakh into the streets; positioning his pack‑mates to rain gunfire onto the poisoned enemy, he gave out his orders.


Paying respect to each auspice, Dances‑with‑Gauru suggested their brother Suthar Anzuth of the New Moon, enter the battle stealthily to understand the lay of the land, and the designs of those they had come to attack.


Then, the Alpha of the Road Warriors ordered the Foresaken to battle, and took the Suthar Anzuth into the streets of Tuggeranong to draw out the foe.


Luna’s-Defender, under the cloak of darkness, led the way – Guts‑Lie‑On‑Ground and Flies‑Off‑the‑Handle crossed the burnt territory behind him; Dances‑with‑Gauru and Mighty-Bound guarded the street watching for ambush. Burrows‑Through‑Flesh, Speaker‑to‑the‑Winds and Thihirtha Numea took out their Arms to take the measure of the distance they had to cover.


Luna’s‑Defender spied the inside of the building they targeted, seven adversaries he counted before he entered. Once inside the insult to Luna provoked his rage, Luna’s Fury consumed him, and the battle was joined. The plan disrupted, the Suthar Anzuth charged, and Mighty‑Bound leapt the street while the Road Warriors waited patiently with their guns.


Inside the building Guts‑Lie‑On‑Ground, Flies‑Off‑the‑Handle and Luna’s-Defender were consumed by the Full Moon; faced with Luna’s Rage the Izidakh too entered their war forms and fought. Flies‑Off‑the‑Handle fled the battle at a poisoned bite, Mighty-Bound landed amidst the fight, coming through the window after Guts‑Lie‑On‑Ground threw a diseased Uratha into the street. Luna’s‑Defender dueled in Gauru whilst Dances‑with‑Gauru held the doorway in Dahlu. And, as the first body crashed into the street, Burrows‑Through‑Flesh, Speaker‑to‑the‑Winds and the Thihirtha Numea showered bullets into the first of the People landing below them.


Inside Luna’s‑Defender fought on, dueling the Izidakh who insulted the Moon. Guts‑Lie‑On‑Ground, consumed by the Killing Moon, hurled two more of the poison Uratha into the street, where Burrows‑Through‑Flesh, Speaker‑to‑the‑Winds and the Thihirtha Numea continued to fire. Mighty‑Bound fled, after a bite, and Dances‑with‑Gauru alone held the door against Izidakh outside and inside - landing blows and ducking attacks.


Guts‑Lie‑On‑Ground grappled one of the enemy; gripping him to use as a club to force another into the street. Luna’s‑Defender struck again at his enemy who refused to fall. Outside none of those thrown into the street by Guts‑Lie‑On‑Ground could win past Dances‑with‑Gauru as he fought four of the poisoned Gauru at once. And, the firepower of the Jyndabine Road Warriors continued to fall on the People in the street.


Finally, the Izidakh outside, now joined by their Alpha, charged the door. Dances‑with‑Gauru ceased to dance, and letting Luna take him grappled the Alpha to the ground. The room almost empty, Luna’s‑Defender finally bested his enemy - a shot through the window taking the head from that Izidakh’s shoulders. Guts‑Lie‑On‑Ground tore through brick and mortar to fell the Uratha held by Dances‑with‑Gauru. The last of the Izidakh fled.


The Suthar Anzuth had led the Road Warriors, Mercury Wolves and Pack With No Name to victory over the children of Gurim-Ur in this battle for Tuggeranong.


Thursday, October 18, 2007

The Poetry of Meetings

Hey Flame, the Jindabyne Road Warriors have let me stay here a while. If you have any stories to share then cough them up, or if someone has some stories to tell, pass them on, so that I can tell the packs here. I have a few stories, songs and poems, some old ones, and some new.


So where do I start? Well a week ago I answered the call to Sydney by the Coffin Chasers. I was already planning to head there to back up Guts-Lie-On-Ground, Alpha of the Road Warriors. And, I thought I would check out what was going on with them.


The rest of the Mercury Wolves had already headed down there but I was going to turn up late, I had to fix some damage to the Beast, and I thought I would do her up a bit while I was at it.


Anyway, I finally get to Sydney, to the cemetery to meet people, and there are not that many around.


I try to speak to the guy, who claims he is an Alpha from Brisbane, but he has some tickets on himself, so I finally find Burrows-Through-Flesh from the Road Warriors and he tells me that everyone is in a ritual with some Pure. Now that is dodge you know - deals with the Pure seem really popular at the moment - but, everyone should know that deals with the Pure don’t end well. They are, after-all, wanting to wipe out the Foresaken completely.


So, Burrows and I talk a bit about this ritual when I spot a bunch of Japanese sitting in the cemetery. I figure they are Japanese because I have seen plenty of samurai and ninja movies and these people look like they have walked straight out of one of them, which is odd; this is a cemetery in Sydney, not a cemetery in Japan. A cemetery in Japan is where you maybe expect to find a bunch of Japanese samurai looking types.


So, I lead Burrows over there and we sit down for a chat. But, Flame, this is where it gets sticky, these people were not that easy to talk to. They have a translator, I think the daughter of one of them, so we chat through this translator, and I do not think she is translating everything. They say a lot and laugh a fair bit, and we get a bit of it I think, although I think that maybe she left out some of the funnier bits. Anyway, I have been trying to think of a good way to tell you what they said, and what we talked about. So, I spent the last few days thinking about them and I jumped on the net here at the vineyard and searched around. Eventually I found a site about Japanese poetry. Now there are a couple of different types but I liked the short stuff. They are about first impressions, and it is supposed to be simple but complex, all Zen or some such thing, so I wrote some for you, about what we spoke about.



Dry twig touched

the abandoned people;

burnt forever


Lotus:

Between them

Of them


Questions?

The river stone path flows

to mountain calm


Hear no story,

But born between us

a thoughtful word


I am not Japanese, but this stuff makes me feel all mellow and calm. So there you go Flame; Japanese Samurai in a cemetery in Sydney talking about choices and not talking to the Pure. I will tell you something else tomorrow.

Tuesday, March 27, 2007

How, What, Where, NPCs and Ars Magica

The Ars Magica sessions seem to be going well, I am having fun and everyone else tells me they are too, so that is good.



When we have completed the prologue - probably four more sessions - all the Player Characters, and more non-Player Characters (NPC) than I had expected - though with so far two notable surprising exceptions - should be at the Covenant. When we have all gotten that far we will write up the prologue, I will be asking the others for their write up on what happened. Nothing to elaborate, as much as people are prepared to write, but it would be good to get some input from everyone before going forward, this way I know what is important to people and get some perspective on what was liked and not liked.



Then we will take a break from the story line of our central cast, if everyone agrees, and progress another related story using just NPCs. This will also give me a chance to get my vague ideas consolidated and some preparation done that incorporates everyone’s input before taking things up at the Covenant. I am keen that we all feel strongly linked to the Covenant so wish to plan this and discuss it with people before hand.



So far, the use of NPCs has gone well with at least one player being much attached to the Mythic Companion he has been playing. Another player seemed to enjoy exploring the capabilities of a specialized Herbam Magi as he endeavored to save villagers from marauding beasts from some unknown “other” place. Unfortunately, this Herbam Magi only was played in one session so he will have to be reprised.



A surprising twist from the NPCs being played by the characters has seen the Mythic Companion abducted or fulfilling an obligation (depending on how you look at it). It is good people are attached to the NPCs but also good that consequences be realized. This NPC did suffer a bit in the end but not just because of his actions, nor just those of the other NPCs; one PC did not act to help as the NPC surrendered, while the second PC was pushing him into his punishment as an experiment. Anyway out of this, very vague I know, came a fun storyline that has directly linked a character the Players are attached to, to some back-story. This has given us the opportunity to progress this story without the hand of the GM forcing things along - or maybe moving it along out of the sight of the players is a better way to phrase it - more on that later. Anyway it brings background unknown story to the fore and into everyone’s hands which is nice. Another NPC was handed over to another Magus no questions asked which was quite funny, poor chubby Gautier. It was much unexpected; the PC did not even bother trying to use his masses of Charm and Wit to save him!



Thus far, people have played Folquet, Viriathus and to a lesser extent Jihad. The characters Gautier, Tanit and Magpie have also been designed as NPCs with the intent that people are able to play them but I am a player down. I am also holding Tanit back as there are some things I am keen to do with the character first and I have been enjoying playing her.



Having people play the NPCs seems to have allowed stories to progress more naturally but still within a broad guideline. With NPCs I have provided some kind of instruction. Except for Jihad who ended up being played by a different player at a different stage in the session than intended, but that can easily be fixed before next session as I had emailed information on him to everyone, everyone just didn’t read it I am guessing. What I haven’t done is switch control of NPCs around yet and will probably do so in the future. Back to the point of this paragraph; the NPCs are there in part to ensure fun and effective characters to go along with the PCs and allow escape from the DnD party which drives many games that I have played and instead bring in the Troupe idea that Ars Magica is designed for. There are other NPCs designed by players, which have appeared as Antagonists, as well as a few yet to appear.



Regarding the approach to the game; broad goals have been stated for each session, or group of sessions, and a key impact that the NPC should have has also be explained along with a broad outline of personality, linked to flaws and traits. Otherwise people have had free reign and it has been entertaining to watch, play and see the storyline progress in unexpected directions.



Say no to railroading! What can I say that just popped out, I have been experimenting in this game to try and ensure everyone is fully engaged and having as much input as they can or want to have and can take the game in interesting directions but within a broad storytelling framework that everyone has a stake in. I had played in quite a long Ars Magica campaign previously but found my enjoyment deteriorating as my rules knowledge expanded but my input into the game did not at all develop, rather I was just along for other people’s stories. Anyway I wanted to make sure that didn’t happen to anyone in this game. For example, with the current three sessions, heading into the final next week, I had been upfront. Storyline objective was to get the PCs and NPCs from point A to B, what happened in the middle was up to the players. They had three Magi who wanted to get from A to B and one NPC who wanted to get from A to B but had a stop over in the middle he wanted to explore. This was pretty much the instruction given I think and the fun has ensued from there. Next session we are minus one NPC but plus another.



I probably have not well explained how I have attempted to do this above so will give it a go. The game is designed to be played in blocks of 2-4 sessions and I have stated up front which PCs characters are to be involved, so will be the stars, and put forth NPC characters for people to play. These will be the supporting cast. By stars this has not meant that the PCs will necessarily obviously be in the driving seat the entire time but the story has been focused on their Virtues and Flaws, especially their Story Hooks, as well as their Personality Traits in an effort to build initial links into the narrative and get every player engaged.



I thought this approach would be useful, to ensure that we are all upfront about spotlight for characters and to ensure that as a group we can make sure that the spotlight is shared around. Not necessarily equally each session but that everybody is assured that their PCs, which people have put much work into constructing, will get their sessions to go forth and engage with the story hooks they have nominated. Or not if they find something else shiny they wish to pursue then that option is there but it all still remains linked to a thread that can keep everyone’s characters engaged.


"All men must escape at times from the deadly rhythm of their private thoughts.

It is part of the process of life among thinking beings."



I stole this quote from here, this part drew me in as it is the core of the quote and what in part roleplaying is about, but the rest of it is very fitting to what I am trying to do with Ars Magica. Plus the Blog is a good read. I will admit I have no idea who Raymond Chandler is.



I tried to use punctuation as a friend is urging me, probably put it all in the wrong places. Oh well better that than the stream of consciousness none of you would be reading.


I also think Railroading can be undertaken by players, not just by a Storyteller or Game Master.