UNIVERSAL APPENDIX: CROSS-VENUE INTERACTION
Last
Updated: 15 December 2008
I.
OVERVIEW
The Camarilla Global Chronicle is
set in the World of Darkness, not the Isolated Venues of Darkness.
Interaction between the various supernatural denizens of this world does occur,
for a variety of reasons. While a somewhat xenophobic attitude toward other
kinds of supernatural creatures is the norm, exceptions can and do occur both
in the canon material and in the Global Chronicle.
This is not to say that vampires and
werewolves regularly get together at the local bar to hang out. By and large,
the various supernaturals avoid each other as both competitors for resources
(both mundane and supernatural) and potential risks to the secrecy each group
tries to maintain. A combination of fear of the unknown, avoiding the
appearance of weakness, and concerns unique to each creature (vampire politics,
Seers of the Throne, policing the spirit borders, fear of the Keepers, etc.)
all conspire to keep supernaturals from interacting more than is necessary or
accidental.
However, canon does note the
existence of cross-venue acquaintances, allies and even the rare cross-venue
lover; these are exceptions to the rule, of course, but they can and do happen.
Just as often, supernaturals will interact for altogether less friendly
reasons: to secure territory against each other, to undercut each others’
connections and resources within the mortal world, or even to make a direct
strike against a perceived threat.
Players and Storytellers should
strive to remember that while mistrust, suspicion and even fear of other kinds
of supernaturals is common, outright hatred is relatively rare. This is not
the Old World of Darkness, and nothing is “wyrm-tainted”. Nor is it the League
of Extraordinary Supernaturals; permanent cross-venue working groups should be
rare.
II. CROSS-VENUE APPROVAL
LIMITATIONS
A.
Low Approval
1. Character Activity: Brief cross-venue soft RP that has no significant
consequences on PCs (e.g. a mage PC contacts a werewolf PC to ask permission to
enter the werewolf’s territory for some transitory reason).
B.
Mid Approval
1. Character Activity: One-time cross-venue participation in a game of a
different venue (e.g. a changeling PC attends a local Mage gathering to see if
they are somehow associated with the Keepers; a werewolf PC stalks in the
darkness outside Elysium in hopes of killing the vampire that enslaved his
wolf-blooded cousin, etc.). This includes hard RP.
2. Character Background: Cross-venue background (e.g. a vampire PC with a background
tie to a werewolf character).
3. Storyteller Authority: Use cross-venue NPCs that appear at a game or
directly interact with player characters.
4. Storyteller Authority: Storylines that include repeated use of cross-venue
NPCs.
C.
High Approval
1. Character: Permanent Venue Change – attaching a PC to a VSS of a
different supernatural genre (e.g. a vampire PC attached to a Forsaken VSS).
This is High Approval with Top Notification. It is rare for a supernatural to
win this degree of acceptance (or even tolerance) by another genre’s
supernaturals. A very good reason should be given for such an exception.
a.
Travel:
When traveling outside of the character’s home VSS, it should be noted that, as
with any character, the presiding ST may determine that the character is not in
keeping with the local game and refuse to allow the character to be played.
Also, it should be noted that there may be severe IC ramifications for travel
to other cities; acceptance for a Permanent Venue Changed character is hard
enough to win locally, let alone when visiting other cities.
b. List
Access Restrictions: A Permanent Venue Changed character does not gain
automatic access to IC e-mail lists of the attached venue (e.g., while a
Gangrel may be accepted enough to run with a Forsaken Pack, that doesn't mean
that the werewolves will give the vampire access to the Forsaken lists; doing
so requires a good deal more trust than a mere willingness to associate).
Nor does the Permanent Venue Changed character retain access to IC e-mail
lists from its native venue (e.g., that same Gangrel is simply no longer
trusted by his clan-mates, or by vampire society as a whole). Access to
IC e-mail lists of the attached venue or of the native venue is Global Approval
(see below). Isolation is the price paid for joining a society other than
one's own.
2. Storyteller Authority: One-time cross-venue game, with permitted venues
specified in the application (e.g. a game that permits both werewolves and
changelings to attend in order to resolve a plot that involves both venues).
D.
Top Approval
1. Character IC Knowledge: Specialty from different venues (e.g. a werewolf PC
understanding the Free Council). Supernatural creatures are notoriously protective of the
secrets of their kind; extremely good reason should accompany an application
for a cross-venue knowledge specialty.
E.
Global Approval
1. Character: Access to IC e-mail lists for Permanent
Venue Changed characters. Each IC e-mail list requires a separate Global Approval.
2. Character Activity: Permanent cross-venue participation between two
venues (e.g. a Mage who regularly visits the Lost in addition to dealing with
his fellow Mages). This kind of dual acceptance is extremely rare; it is
incredibly difficult to maintain concurrent associations with two supernatural
societies, due to trust, loyalty and security concerns.
3. VSS: Mixed-venue, permitting supernatural creatures of more than one genre
to attach to a single VSS (e.g. a VSS that includes both werewolf and
changeling PCs). While it is possible for two or more supernatural genres of a
given locale to decide to work together, it is extremely rare for this to
happen to such a degree as to justify a mixed-venue VSS. Characters attached
to a mixed-genre VSS may when traveling only play in VSSs native to their supernatural
genre (or similarly mixed-venued).