Nashville Lost VSS

Lost Venue Style Sheet
Part 1: Basic Information
Domain Number: TN-011-D
Venue: Lost
Lead Venue Storyteller: Jonathan Lee
Storyteller Contact: drs_lost@yahoo.com
Games Hosted On: 2nd Sunday of the month

Part 2: Styles of Play
Action (Combat and challenges): 3
Character Development (Personal dilemmas and choices): 4
Darkness (PC death or corruption): 4
Drama (Ceremony and grand story): 3
Intrigue (Politics and negotiation): 3
Manners (Social etiquette and peer pressure): 3
Mystery (Enigmas and investigation): 4
Pace (How fast do stories emerge, develop, and resolve): 3

Rating    Description
1         Never present
2         Sometimes present
3         Often present
4         Usually present
5         Always present


Part 3: Description of Venue
Murfreesboro, TN is a small college town about 25 miles outside of Nashville.  The presence of the Lost in Murfreesboro is a recent occurrence, owing to a recent population shift away from the long-occupied Freehold of Nashville(30 years).  The former Court of Nashville was unable to stop a group calling itself the Seven Man Motley, who created a profusion of Doorways into the Hedge throughout Nashville. This eventually rendered the city too dangerous for any but the bravest or most foolish of Changelings.  The Nashville Hedge now runs thick with a constant river of blood, and strange creatures roam its streets.  The loss of the Courts of Nashville spelled the end of organized Lost presence there, and Changelings newly returned from Arcadia are drawn instead to the newborn Courts of Murfreesboro.

The Freehold of Nashville fell into disrepair a year after the Seven Man Motley came to the city. It was time for the winter king to once again take his place in the freehold, but he was no where to be found. Before anyone could look into “Talases’s” disappearance the Seven Man Motley attempted a coup of the city. During this struggle many of the seven man motley went missing as the freehold fell.

A new freehold in Murfeesboro was founded in 2005 and has enjoyed growth over the last year.
  
Lost venue focuses on Changelings making new lives for themselves as best they can with the brooding presence of Nashville close by.   There is much to be done to secure the new Courts of the seasons: power to consolidate, alliances to build, precautions to take.  Some Changelings are content to ignore Nashville in an attitude of “out of sight, out of mind”.  Others look to the glow of streetlights reflected in the western sky, and wonder what lurks there- and how long it will be content to remain hidden.

The Lost of Murfreesboro have chosen to maintain the traditional Court of Seasons, with all the maneuvering for power and privilege that entails.  To the victor goes the spoils, and PCs are encouraged to go after what they want.

There is a strong political element present in the Lost game, along with mysteries lurking in the shadows, and who-knows-what dangers lurking in the dark.  Nashville’s proliferation of Doorways has spawned a correspondingly high concentration of Trods.  As such, getting to Nashville is easy, although extremely dangerous.

Travel to Murfreesboro, on the other hand, is more difficult- but is relatively safe. Action-oriented characters will have ample opportunity to secure the safety of Murfreesboro’s boundaries, as well as hunt the free-range Hedge creatures of Nashville, should they so choose.  The presence of MTSU brings an ever-shifting mass of people to an otherwise small town, thus making it easier to a group of eccentric Lost to pass nearly unnoticed. As the future is unwritten  and no one knows what will happen one thing is to be seen, whether the freehold of Murfeesboro stands o fall the Lost of Murfeesboro stand or fall together.

Part 4: Storytelling Mechanics
Oaths:
All Oaths Must be entered into the data base as per the approvals listing for the Lost venue.

Proxy rules:
All proxies must be received by the Storyteller   by email no less then two days in advance. Proxied characters must have an xp log, Character sheet, list of approval items, MC verification and a detailed email of the character's goals and probable actions for the proxy. They will also need a full copy of any and all Oaths the character holds in detail. Characters missing any of this information will not be approved for proxy. All proxies to Nashville are treated as hard proxies. Soft proxies will be considered on a case by case basis but will usually be denied.

Travel risk:
Murfeesboro is just under 35 miles from Nashville. And has about the same amount of safe and unsafe ways into and out of it. Nashville is accessible throught I-65, I-40, and I-24. Nashville also has an iternational airport. Traveling to and from Nashville is fairly safe or at least as safe as any Lost can ever feel.

Visiting character guidelines:
All visiting characters must bring a full XP log, their ST's contact info, as well as a full copy of any and all Oaths the charter holds in detail. possibly obtaining the signature of their supervising ST is recommended. Visiting players should bring a copy of all approval level items on their characters that are at MID level or higher including the database approval numbers. Visiting characters will receive XP the same as the local player charaters.

Experience award guidelines:

  1. Base - 3 XP
  2. In Costume - 1 Xp
  3. Good Roleplay - 1 xp, this will be awarded to max of 3 people per game.
  4. First Game - 5 XP, new players are awarded max XP as a thank you for joining the fun.
  5. Danger - 1 XP, if a PC comes close to death, but lives. To be awarded by the ST.
  6. Learning Curve - 1 xp Ask the player what his character learned during the chapter's events. If you agree with his response, award his character one point.
  7. Heroism - 1 Xp Characters who rise to the occasion with truly heroic (or anti-heroic) actions or feats of survival or sheer persistence deserve a point. Do not reward characters who act in stupid, belligerent or suicidal ways just so they can gain the accolades of a hero.
  8. Group Play - 1 Xp The player went beyond the norm during the course of the story, not only to help the game itself run smoothly but to encourage others to do the same. This point generally rewards out-of-character actions and can thus be awarded for any number of reasons, including but not limited to the following:
Maximum XP per game: 5XP

Downtimes: 1-3 XP per downtime as detemined by the supervising ST. No more than 3 XP per month.

Additional Notes:
The Low approval ST reserves the right to deny any character that will likely be disruptive to game play.
Low approval is not no approval.