Venue Style Sheet Cam/Anarch
Venue Name: Moustique Noir CA-021 Sonoma County, California Genre: Camarilla/Anarch Contact: Aaron Bryant, CST, aaronbryant74@hotmail.com, (707) 321-8573 When a Camarilla member in good standing arrives at a game, we have a responsibility to entertain them. However, some players may want to bring things into the game, which would hamper the Storyteller’s ability to entertain others. To give the players and other Storytellers an idea of what to expect from a game, STs must fill out a Venue style sheet as directed on page 24 of the Tome of the Camarilla. All events in Sanctioned Play must have a style sheet approved by the Regional Storyteller. Events which cross Regions must be approved by the Master Storyteller. In turn, players must submit characters that meet the requirements under "Player Information". The Storyteller in charge of an event may always deny a particular character, but the Player Information lets the players know what characters are expected. The style sheet should communicate the spirit of the game, as well as the letter of the rules.

Theme
Mood
Visitors should know / Proxy Policy
Visiting character / Plot Policy
Storyteller Information
Plot
Antagonists
References
Feeding Challenges
Travel Risks for PCs
Our game, by the numbers
Theme
Sonoma County is a place off the beaten path, it has served the Kine in the past as a refuge from the dirt and crime of San Francisco. From the beginning of Spanish rule, to the Age of the Vine Kings, Sonoma County has boasted some the strangest events in California history. Utopian cults, drunken revolts, and billion dollar empires all have their place here. The Kindred here are not immune to the strangeness. One of the biggest things that’s different about our game is our reliance on the players to play without constant ST supervision. Biggest thing to remember: You can’t win in this game ... All you can do is look good as you go down in flames.

Mood
Angst against holding on to humanity, thinly veiled by ambitious plotting, and courtpolitics. Mystery, never forget the Mystery of it all.

Visitors should know / Proxy Policy
In addition to tightly controlling DST/RST approval characters, we have a cap on Tremere. We’re shooting for no more than 5-10% of the local ACTIVE characters being from clans other than "The Seven Clans" or Caitiff. We play a very social/political/dramatic game, that’s what our players like, and because of that we don’t encourage combat. We have a game culture here that tries to do things without saying, "physical challenge!" Proxied characters run the same risks they would in person. As stated in Prime (1.3) the minimum requirements are fine but if that’s all then the risk to your character is greater. The more information we have the better.

Visiting characters / Plot Policy
If the local ST’s decide that a visiting PC is beyond the power level or perhaps unbalancing to the local chronicle, they reserve the right to request temporary limitations on the visiting PC’s actions while participating locally, or to ask that the visiting PC’s not play, in which case NPC’s will be provided for the visiting player to play while attending the local Sonoma Game.

Every effort will be made before hand to try and find a way to allow visiting PC’s to play, up to and including exploring soft role-play options for these PC’s. Visiting PC’s are requested to make contact with the Venue ST before they arrive for play, so as to work out these issues before having made the drive to attend the Sonoma Game. It is understood this may not always be possible, but all efforts should be made by visiting players in advance so as to avoid un-needed delays for PC check in. Character sheets (please no hand written character sheets) must include the following items: Experience Point Log, Membership Class Level, Approval Items (Lores, Disciplines, influence Levels, abilities, rituals, merits and flaws, item cards): The chapter storyteller contact information is a prerequisite on this for verification purposes. They must have the date and contact info of the approver for all Domain Story Teller or higher level approval (RST ***require*** an approval number). This is the same for clans as well Unusual Backgrounds / Histories: Must be given to Venue StoryTeller prior to game. Failure to do so will result in the item(s) being barred from the event. Players who show up at the game who have incomplete or no character sheets will be told why it is being barred and be given the following options:

1: Play a secondary character made on site and check / approved by the Venue StoryTeller
2: Play a pre-made NPC 3: Play without the item in question

For all those who play powerful characters (9th/8th Generation and/or 100plus experience points), and this includes, but is not restricted to those who play Court positions such as Prince, Seneschal, Sheriff etc. please bear in mind that in order for the majority of the players to enjoy the game, you are expected to cooperate with the venue storyteller. There are many newer players in the game, and they deserve to have a fun experience at the events. Any players who wish to have their PCs pursue permanent positions of power in our game should discuss the matter with the ST beforehand.

Storyteller Info
Venue Storyteller Name: Aaron Bryant 
Title: CST 
Address: 2027 Pioneer Way #69, Santa Rosa, CA 95403 
Phone: 707-321-8573 
Email: aaronbryant74@sbcglobal.net
Passed Thespis (y/n): Yes! (aka: Lore of Narration)


Plot
Moustique Noir,s LARP Storytelling events are crafted to immerse the players into the World of Darkness through tenebrous atmosphere and dramatic conflict. More of a mantra than a true explanation of our style, this statement alone cannot begin to describe each aspect of a truly moving Story. The Story we Tell is a combination of atmosphere, mood, plot, conflict, presentation, costume, drama, theme, dynamics, timing and, of course, characters. To narrow the scope a bit, I would like to separate what we think of as "plot" first. Our plots are nearly always rooted in the motivations of existing characters, be they PC,s or NPC,s. Each character in our game is designed to be a dynamic part of a web of deadly intrigue and betrayal. Our plots do not exist to serve any higher purpose than this: to create an interesting (often disturbing,) and dynamic foundation on which to build exciting and powerful character interaction in a Live Action setting. Players are required to create in-depth characters with well-thought-out backgrounds, suitable to the World-of-Darkness, with both strengths and weakness. ST,s consult with the players on what motivates their character during its creation, and throughout the continuing chronicle. The ST,s push the players to do _more_ than just show up and have a good time, but to consistently add to the overall suspension of disbelief we all use as our stage. Character interaction and development is paramount to the success of our Story. Consistent themes to our Story include kinship and loss, love and betrayal, the danger of spite, and fear of the Elders, Jyhad. When it comes to the involvement of players, stories, etc from other places, they are treated with specific and individual attention with focus on maintaining the integrity of our existing continuity.

Antagonists
Antagonists are drawn from the backgrounds of the local player. Each group or individual designed for maximum impact on the players. Whatever that impact is; the twisting of their humanity or the love of their life returning to them. The NPC’s will be real 3D characters not cardboard cutouts. We will also be adopting a "mook rule" / "extras rule" / "brute squadrule", similar to those in "Feng Shui", "Aeon/Trinity", and "7th Sea". ]In the interest of speeding up any potential combat, and to reflect the deadliness of combat in the WoD and the difference between "heroic personas" (PCs) and "mundane personas" (NPCs), ST- and Narrator-run characters may be created with less than the standard number of Health Levels. Such characters will use Health Levels as described in the pre-revised Laws of the Night, or the "Compressed Traits" system.

References
Laws of the Night Revised, White Wolf Game Studios Camarilla Kindred Rules Supplement Version 5.1

Feeding Challenges
Kindred don’t travel well, that big bright shiny ball of gas in the sky makes it very hard. Herd doesn’t travel! Feeding Challenges (As per LotN:R) are required by every player (to be done with the assigned ACST for that night) for the character to play. That means if you win the challenge you have full blood, Tie you have half rounded up, and if you lose you have 4 blood. The Efficient Digestion Merit has you at half rounded up on a lost feeding challenge. The Ventrue Clan Disadvantage, each ghoul, and the Prey Exclusion Flaw will reduce you starting blood pool by 1 blood trait each. Hunting is the only ability retest. For every fifteen minutes you sit out of play you may gain back one blood trait with a maximum of three traits. So, if a Ventrue loses the challenge, giving him 3 blood (clan disadvantage), and sits out for the 45 minutes he will enter game with 6 blood points. We offer the option to automatically tie (the Auto-Tie). This option can not be taken after you throw a feeding challenge. IF YOU DO NOT THROW A FEEDING CHALLENGE YOU AUTO LOSE!

Travel Risks for PCs
IC the main highway of 101 is free of supernatural dangers. However, construction on the widening of the 101 might prove difficult if you are an older vamp with only one dot in drive. Darn crazy drivers!

Our game, by the numbers
(Scale of 1 to 5)
Intrigue (politics and negotiation): 5
Action (combat and challenges): 3
Mystery (enigmas and investigation): 4
Drama (ceremony and characterization): 5
Darkness (prob. of player character death or corruption): 4