Post by RT on Dec 29, 2009 20:25:38 GMT -5
What makes GoE different?
So... You're probably wondering what makes the Gates of Erebus different from other VtM rooms, besides how settings and characters vary of course. Hopefully this will help answer such a question without spoiling any in character fun and secrets. Please keep in mind that this is not too in depth, because we want to preserve play. By playing, you'll experience the differences for yourself.
Merits and Flaws
Here, we actively use merits and flaws making them very important parts of the game. Flaws gain you extra XP for being played well, while merits grant you advantages in the game. Certain merits and flaws are used to create storylines while others give the Storytellers inspiration and a bit of control to surprise the players. An example of the above would be a character seeing a vision due to the Oracular Ability merit, or a character being hunted and having their friends come to their aid due to the Hunted flaw, and of course Nightmares, the flaw that allows Storytellers to write a small story that effects the mental status of a character and is often a way to induce a twist in a plot, or just give that character something to deal with and use for interaction and story. Merits and flaws are VERY useful here at GoE.
Items
In GoE, we've introduced a variety of items to the game. These items can be used in good and bad ways and are obtained through purchases, trades and of course, plots, storylines, and little quests and errands characters may send others on. There's an NPC named Madam Leana who actively sells such items and sends characters to get them or her materials and supplies, as well as other interesting events. Such items include a balm that helps heal aggravated damage, charms and elixirs that lower and raise attributes and abilities or grant flaws and merits, and items that can prevent or induce frenzy. All items effect rolls, so rolling when using such is very important, especially when it affects another character.
Magic
Besides items, and enchanted items, there's other aspects of magic. At GoE one aspect is "Beyond The Shawl" where a magical artifact acts as a gateway into other realms for adventure and story, leaving untold possibilities for characters to explore. Many refer to this s "The Hedge" in Changeling terminology, which brings us to the next category.
The Others
Changelings, garou, demons... There's plenty of creatures out there in the World of Darkness for kindred, ghouls, and humans to come across. They create plenty of story for our players to get involved in, from creatures venturing forth through breaks in the hedge, to the traditional garou vs. kindred wars. Players are encouraged to use the provided sheets for "the Others" to roll against for their own stories and tales of adventure for XP on the forums.
Supernatural Evolution
Some creatures are just more adept than others. Kindred will occasionally come across the rare "super ghoul" that can match them in some areas with a lack of age, and even seemingly dire garou with overly enhanced senses. Of course, even such enhanced beings have their flaws and weaknesses. This includes those that players are allowed to play, be it kindred, human or ghoul.
No StoryLine Down Time
In a lot of the other roleplaying rooms, you'll experience a long period of silence between StoryLines where there's nothing much to do except socialize with the other characters. This isn't the case here. We have StoryLines on demand. First Comcast, now us! You can request to join any number of SL's that are available ANYTIME! Not only that, but things like XP and IC gains are awarded instantly. No waiting to see how well you did at the end of the month.
So come swing by and check us out at the Gates Of Erebus
So... You're probably wondering what makes the Gates of Erebus different from other VtM rooms, besides how settings and characters vary of course. Hopefully this will help answer such a question without spoiling any in character fun and secrets. Please keep in mind that this is not too in depth, because we want to preserve play. By playing, you'll experience the differences for yourself.
Merits and Flaws
Here, we actively use merits and flaws making them very important parts of the game. Flaws gain you extra XP for being played well, while merits grant you advantages in the game. Certain merits and flaws are used to create storylines while others give the Storytellers inspiration and a bit of control to surprise the players. An example of the above would be a character seeing a vision due to the Oracular Ability merit, or a character being hunted and having their friends come to their aid due to the Hunted flaw, and of course Nightmares, the flaw that allows Storytellers to write a small story that effects the mental status of a character and is often a way to induce a twist in a plot, or just give that character something to deal with and use for interaction and story. Merits and flaws are VERY useful here at GoE.
Items
In GoE, we've introduced a variety of items to the game. These items can be used in good and bad ways and are obtained through purchases, trades and of course, plots, storylines, and little quests and errands characters may send others on. There's an NPC named Madam Leana who actively sells such items and sends characters to get them or her materials and supplies, as well as other interesting events. Such items include a balm that helps heal aggravated damage, charms and elixirs that lower and raise attributes and abilities or grant flaws and merits, and items that can prevent or induce frenzy. All items effect rolls, so rolling when using such is very important, especially when it affects another character.
Magic
Besides items, and enchanted items, there's other aspects of magic. At GoE one aspect is "Beyond The Shawl" where a magical artifact acts as a gateway into other realms for adventure and story, leaving untold possibilities for characters to explore. Many refer to this s "The Hedge" in Changeling terminology, which brings us to the next category.
The Others
Changelings, garou, demons... There's plenty of creatures out there in the World of Darkness for kindred, ghouls, and humans to come across. They create plenty of story for our players to get involved in, from creatures venturing forth through breaks in the hedge, to the traditional garou vs. kindred wars. Players are encouraged to use the provided sheets for "the Others" to roll against for their own stories and tales of adventure for XP on the forums.
Supernatural Evolution
Some creatures are just more adept than others. Kindred will occasionally come across the rare "super ghoul" that can match them in some areas with a lack of age, and even seemingly dire garou with overly enhanced senses. Of course, even such enhanced beings have their flaws and weaknesses. This includes those that players are allowed to play, be it kindred, human or ghoul.
No StoryLine Down Time
In a lot of the other roleplaying rooms, you'll experience a long period of silence between StoryLines where there's nothing much to do except socialize with the other characters. This isn't the case here. We have StoryLines on demand. First Comcast, now us! You can request to join any number of SL's that are available ANYTIME! Not only that, but things like XP and IC gains are awarded instantly. No waiting to see how well you did at the end of the month.
So come swing by and check us out at the Gates Of Erebus