The Storyteller's Mission Statement
Excerpts from the Chronicle and AIT Overview
It is the mission of the Storytellers to create and maintain a fair, equitable, and stable
structure designed to support a diverse and tragic environment.
In accordance with the mission statement, the Storytellers for Atlanta Interactive Theatre are
codifying the vision of the World of Darkness in terms of Atlanta Interactive Theatre so that
all Players, Narrators and Storytellers, current and future, will know the stage on which the
game runs as well as the boundaries for acceptable play and narration. This documentation will
represent what Atlanta Interactive Theatre is, both for atmosphere and structure. This document
will give everyone an idea of where the game is headed and there will be an announcement when
an official document is being released.
The following sections outline a few of the areas that the Storytellers are developing. Each of
these areas are attempts to help define the particular stage for the game, for the Players, the
Narrators and the Storytellers. These sections are continuing to grow and new sections are
being added as the Storytellers gain further insight into the game. The Storytellers have large
sections of the game under debate at the moment.
Clans
The following Clans and their Antitribu equivalents will be allowed as Player characters at AIT:
- Brujah
- Gangrel
- Gargoyle (bloodline)
- Giovanni
- Lasombra
- Malkavian
- Nosferatu
- Setite
- Toreador
- Tremere
- Tzimisce
- Ventrue
- Caitiff
The antitribu versions of the above clans will have the same disciplines as their non-antitribu
counterparts. The difference between the antitribu and non-antitribu clans is their political
affiliation within vampiric society.
Traditions
Each of the traditions will be defined for AIT with respect to all of the changes made to the
game. With all of the changes made to the basic White Wolf product, the traditions need
changing and review to match AIT's new look.
The most important of the traditions is Masquerade, so special attention will be paid to this
tradition to ensure that it is understood.
First Tradition: The Masquerade *
The Masquerade exists in the game to limit violence within the game as a whole. Breaking the Masquerade is the revealing of the existence of Kindred to Mortals.
Second Tradition: Domain
This Tradition provides for the sovereignty of the Prince and through him that of the Camarilla. The Domain of the Prince is the area over which he holds sway and possesses the power and/or ability to enforce his will.
Third Tradition: Progeny
This is a role-playing device which is designed to add depth and background to the game.
Fourth Tradition: The Accounting
This is a roleplaying device whose penalties will be determined by the In Game situation. An
In Game period of Childehood of a period of several months will be enforced.
Fifth Tradition: Hospitality
This Tradition is a roleplaying device whose penalties are based on In Game actions and
consequences based on the situation.
Sixth Tradition: Destruction *
This Tradition is a limit on violence in the game while still allowing conflict. However, it
provides a counter-impetus to moving conflict to its ultimate end.
* The Penalty for breaking the First and Sixth Tradition is Death.
Elysium
The Elysium will be defined so as to ensure that when the Traditions are enforced, there are
not arbitrary decisions made. This definition will include the conceptual idea that an Elysium
is a sanctuary where vampires can feel free to gather with little fear of Final Death.
Violence
Violence and role-playing are both important aspects to AIT's World of Darkness. Neither will
be sacrificed for the other; however, the Storytellers must maintain a careful balance between
both aspects. Specific rules for ensuring this balance are being developed to allow future
Storytellers easy access to the vision of the game. These rules will also allow any decisions
about these particular aspects of the game to be as impartial as possible.
Reward and Punishments
A set of guidelines are being established to determine the rewards for the Players who
contribute the story. The rewards for the Players are handed out in the form of experience for
each game. Experience Point Guidelines have been codified
by the Storytellers.
A set of guidelines are being established to determine the punishments for Players who detract
from the story. The punishments for Players usually include Storyteller intervention. This can
include something as minor as a conversation with the Player about potential problems and can
be as severe as removal from the game.
These guidelines will allow each of the decisions made by the Storytellers to hold the same
weight and be as non-biased as possible. This set of guidelines will also show the Players
exactly what is important about the game and how they can contribute to making the game a
better story.
Storyteller, Narrator and Player Roles
Storytellers
The Storytellers are final arbiters in all rules concerning the game. They are the individuals
charged with ensuring that everyone has as much fun as possible within the rules set aside to
describe the game. These duties can include a wide range of activities, including feedback for
downtime actions, arbitrating a scene, initiating plots for Narrators to run, and ensuring that
as many of the Players as possible are happy. All of these duties should meet with the mission
statement.
Narrators
Narrator responsibilities include helping the Storytellers tell a story by narrating scenes for
Players, running plots to keep the game interesting, running the influence desk to allow
Players a full range of actions in the game, and provide logistical support out of game to
ensure a smooth evening (i.e.: helping new Players become accustomed to the game by explaining
the rules and getting them involved in the game).
Narrators are also bound by the mission statement.
Players
Players are responsible for helping tell the story in such a way that everyone has a good time.
They are the ones who enter plots and cause them to grow and live, and in doing so, expand them
to include more of the Players. They are also there to create their own situations and in doing
that give other Players a chance to respond, causing the story to grow even more. Story growth
depends on Player participation.
Mood
It is important for everyone to understand the world around them, and understand the world in
the same light. The atmosphere under which AIT's story is told is quite important; however it
will differ in many respects to the World of Darkness outlined by White Wolf. AIT's
modifications to the basic White Wolf products and the diversity of Players joining the game
forces a change in the mood and atmosphere to be conducive to the mission statement. The
Storytellers are developing a document that will describe the World of Darkness for AIT such
that anyone reading it will understand what type of world they are playing in.
Camarilla Directive
It is the intention of the Storytellers that the Atlanta Interactive Theatre be, and continue
to be, a game dominated by the Kindred of the Camarilla. Barring exceptional role-playing on
the part of characters of sects other than the Camarilla, it is inconceivable and undesirable
that any sect or group of sects ever gain dominance over the Camarilla in the existing
Chronicle.
Requirements of Princes
- Regular attendance
- Accessibility to Storytellers and Players
- Ability to work with Storytellers
- Viable character (established personage with a power level appropriate to the responsibilities of position of Prince)
- Viable Player (someone who has an established Player base from which to draw)
- Support of characters in game (i.e.: characters in game will support you as Prince)
- Must sign off on World of Darkness Document and Prince Directive i.e.: Prince Directive is a signed document with these conditions and penalties
- Must be willing to act under Storyteller directive as needed (occasionally)
- Bound by World of Darkness Document mission statement
Failure to comply with these conditions may result in forced retirement of character.