Short List!

Oct. 1st, 2008 02:57 pm
sparkindarkness: (Default)
These cities all meet enough of the requirements to be strong contenders, so I’m beginning to poke them. There have been a few recent suggestions that I haven’t had chance to look at yet as well :)

My main con coming up here is nom-nom factor which I am measuring under these rough terms (the lost kids test, which is macabre and fun :P):

Your kids are lost in the woods:
REALLY HIGH nom-nom factor
The kids are already dead. Any search party will take heavy casualties and will return with an eternal fear of shadows in the darkness and an infinite respect for Mother Nature’s wrath
HIGH nom-nom factor
The kids will die of exposure before being found. Months will pass before anyone stumbles on the bodies
Moderate nom-nom factor
The kids are lost but with a LARGE concerted search effort we may just find them before they get in trouble.
Low nom-nom factor
Bothersome, gather some neighbours together, sure of finding them
Very low nom-nom factor
You worry about them meeting a stranger in the woods and being kidnapped (i.e. the chances of them running into other people are high)
Non-existant nom-nom factor
Called the kids on their mobile phones and told them to get home. They stopped in the forest gift shop on the way

A less macabre test

You’re heading to the woods with your lover for some public sex0ring.
Really high nom-nom factor
There are easier ways to have a suicide pact
HIGH nom-nom factor
You’re being followed by a film crew recording “natural born survivors” or are planning a really cheap “divorce”
Moderate Nom-nom factor
You find a place for your sex0ring but keep near the edge of the wood
Low nom-nom factor
You can go just about anywhere in the wood for your romp and not worry about being distracted or getting lost.
Very low nom-nom factor
You can’t actually use the wood for sex0ring without being arrested because there are so many damned people around
Non-existant nom-nom factor
You check into a log cabin hotel, buy condoms from the vending machine and order room service to bring up some whipped cream.


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sparkindarkness: (Default)
And added bonus of all the suggestions is it showed some more objections I didn’t know I had :) I was aware of them as possible but didn’t think I’d have many options so I thought I may have to give up on them.

So, extra conditions I’m taking into account (AKA Sparky‘s Moved Goal Posts):

1) The Sept of Gaia Triumphant was a Croatan Caern that was brutally stolen/nobly liberated by the Silver Fangs. Part of the ongoing theme of peacekeeping in the plot will be making overtures to the other Native tribes - the Uktena and the Wendigo.
Soooo... the city cannot be in areas that are canonically Uktena or Wendigo (northern Canada, south west US)

2) The sept of Gaia Triumphant was also conquered relatively early in the settlement of the US - ideally the city shouldn’t be tooooo far west (it doesn’t have to be an OLD city, since it could have been conquered long before humans got there, but it does have to be an area that western Garou would have been able to reach)

3) Hopefully, canonically, it will have the right werewolf populations that I have in my Septs.

4) The urban Sept is dominated by Glass Walker werewolves which, in turn, are rather out matched by a large and powerful vampire population. This really means that the city has to be rather large and have a powerful and/or diverse economy otherwise it simply wouldn’t interest the Glass Walkers enough or support the vampire presence

5) There has to be an element of back of beyond to the forest. This is not a forest where people go picnicking and hiking. This is the trackless wilderness where Red Talons will EAT YOU nom nom nom if you get too close to the Sept.


I was doing a lot of research on each city (political history etc) but first I think i need to weed out the options that my moving goal posts can’t let me have. So a list of those that I’ve had to put aside. To come debates on which one to go for!

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sparkindarkness: (Default)
As mentioned here: http://sparkindarkness.livejournal.com/204537.html I am running a werewolf game. Because I prefer to stick mostly to game canon and because the game requires the interaction of many many tribes it is to be set in the Americas (European werewolf tribes tend to have their own established territory and multi-tribal septs are rare or limited to maybe 3 tribes. It‘s also easier to shoot them there).

The things is I don't know exactly where to situate it. I want to keep it as close to the real world as possible (makes for less invention and more interesting research - in my last campaign they went Yuma, Arizona to Miami to Townsville, Queensland and I had lots of fun researching them all) but I am willing to tweak things (turn a moderate city into a NYC sized metropolis, for example). But I need somewhere to start.

So, what do I need?

A city moderately close to forested wilderness “close” can be “within 2-3 days solid travel” but more than a week would be pushing it. The wilderness has to be predominantly woodland.

Temperate/cold climate Snows in winter. Has pine trees. That kind of thing. No deserts, palm trees, calypso dancers.

Not somewhere already heavily established in White Wolf’s canon I like the canon, I use it a lot and don’t want to clash with it too badly since I may want to use it. So NOT: NYC, New York State, San Francisco, Los Angeles, Chicago

A Camarilla City So nowhere that is established as Sabbat - so NOT Toronto (rest of Canada’s fine, I never bought the idea of all of Canada being a Sabbat holding - it made NO sense) Detroit, Miami, Mexico

Bonus points
Not essentials but they’d be nice bonuses if possible:

Native wolf population
Wilderness is actually a National Park or similarly legally protected
The city has a history (not necessarily current presence) of organised crime ties


All suggestions gratefully appreciated!


(ETA: I'm going to do brief research on each suggestion and probably post another post on detailed pros and cons of each :))
sparkindarkness: (Default)
This setting just spawns useful political plots I can drag them down :) It has more undercurrents than a Toreador fashion show.


Useful plot points
Neither the Silver Fangs nor the Shadow Lords are happy with the Children ruling and both will use whatever means, including the players, to grasp the throne.

During the war, the insane Queen used Black Fury scouts (the only tribe in the rural caern who knew anything about the city) to tell them where Scintillating Vision’s holdings were. Including a creche for their kinfolk families. Unknown to the Black Furies, the Queen gave the information to the Red Talons and sent them on a raid that killed everyone in the building - including elderly kinfolk, children, babes in arms, pregnant mothers and new fathers. If/when the Black Furies learn their information was used to slaughter innocent women and children they will NOT BE PLEASED.

The clumsy marauding of the rural caern in the city has caused the local vampires to sit up and get pissed - especially since one of the primogen’s place of business was raided by the lupines (even if the Brujah primogen DID rip the Silver Fang Queen limb from limb, he’s still not very happy)

Scintillating Vision is decimated and desperate - they will drag the players into any scheme since they’ve lost the majority of their kinfolk, many Garou and most of the next generation. They didn’t WANT to contribute to this pack, but are scared and fear more reprisals from Gaia Triumphant.

The Talons took the opportunity of the insane Queen’s directives to go on a rampage in the city, killing humans with impunity. The local, national and supernatural authorities have taken notice. This could lead to human, vampire, mage and/or hunter investigation.

The Get, seeing the power of the Wyrm in the city, are demanding both Septs go on an all out offensive. This can be referred to as “Operation: Utter Stupid Suicide” but they keep pushing for it and need to be mollified.

A secret from most Shadow Lords, but one of their own was the one who delivered to corpse of the cybernetic werewolf to the insane Queen. He (accurately) predicted it destabilising the Queen so the Shadow Lords can rise in power, though he didn’t predict the Children of Gaia ascension. He will do a lot it keep it secret and there’s some debate how the rest of his tribe will react.

Shadow Lord infighting: A large faction can understand destabilising the Queen, she was insane and a threat, unfit to rule. But the Children are proving themselves competent and, with their reputation, more able to rule the Sept now than the Lords would be. yet some Lords still plot for power - which the breakaway faction claim is just pure, selfish megalomania. As with any Shadow Lord politics, the infighting is deadly and any and all tools will be used.

The Pack: They’re made up of werewolves from both caerns. Their people have fought each other, hated each other for some time. There are vast misunderstanding between them and a huge gulf to cover for the Glass Walker Theurge and the Child of Gaia Philodox (the 2 tribes I know)


And that's just from Gaia triumphant
sparkindarkness: (Default)
Actually I have a lot more serious and sensible things to write about but can't seem to get round to it. So geekiness will reign!

The players are probably expecting a right combat fest of a werewolf campaign, after all the setting is far more violent than vampire - and the last vampire was something of a combat fest.

So I’m going to do a politically laden and diplomatically driven Werewolf campaign. Because I’m speshul like that :)

Cutting for the plot of my own twisted imaginings :) (yes, I have discarded the campaign books for they are bad. Very bad

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sparkindarkness: (Default)
Your game setting is wonderful. IO have spent an insane amount of geeky hours in the World of Darkness and loved every minute. Your books fill innumerable shelves and threaten to take over.

But your campaigns SUCK sweaty monkey balls.

Normally I don’t do pre-set campaigns, but I wanted to try one with the new Werewolf game to a) give me time to get a feel for it and b) give me time to write something for myself.

But these? These are unworkable

I’m keeping this vague but here’s a cuty thing in case you fear spoilers

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sparkindarkness: (Default)
I’m actually a player in a new DnD game (new edition - which is BETTER. Seriously, it‘s so much better!) at last I don’t have to GM! Though I did change my character after the GM explained to us that this was a lot like WoW and we COULDN’T play without a tank and a healer. After much avoiding the issue two of us decided to retire our Wizard and Ranger for a Cleric and a Paladin- but they’d be sooooooorry.

Poor peasant who saved us from shipwreck: alas my brother has gone missing...
Paladin: Fear not, scabby peasant, we will quest for your lost kin! Praise the lord!
Cleric: hallelujah!
Paladin: amen.
party: *face palm*
Scabby peasant: But i have little to offer you...
Cleric we require no payment, it is only good and right. Amen.
Paladin: Hallelujah
Cleric: Praise the Lord.
Party: *cringing*

This? Could be fun.

Anyway, mah cleric

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sparkindarkness: (Default)
I’m thinking of retiring my vampire campaign I’m running. We’ve run it for near 18 months now (I think) and it has been EPIC. They’ve made allies with the Inconnu, a cabal of mighty Aztec Vampire/sorcerers, become Archons, established vast influenced in Yuma, Arizona and virtually taken over Townsville, Queensland, Australia. The Setite clan owes them big, they have a huge in with the Tremere and they have made a pact with the Werewolves of Queensland. Oh, and they’re dripping in experience to a level most elders would envy.

And Saturday they finally finally killed DA BOSS. A very very dangerous boss that required them to use all their powers, all their influence, all their allies and still nearly die. I was extremely happy with the conclusion. So were the players.

But it was a conclusion. I now have a coterie of 5 extremely powerful elders with obscenely powerful contacts and areas of influence. Canonically, vampires at this level simply DON’T co-operate. They’re strong enough it pursue their own interests without needing to pack. I may return to them in due time for an elder chronicle, but for now I think they can be retired. I think a Werewolf campaign is called for :)

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