Come Build Worlds With Us!
Teamwork in a Framework
Building worlds takes teamwork, social skills, cooperation, fair and respectful competition, community building and leadership - that's collaberative improv gaming at EC. There are no single-player games at EC, only group games in a collaberative setting, the cornerstones of role-playing and improvisational theatre.
The hosts of each of the collaborative improv games are called Storytellers rather than Game-Masters or Directors as might be found in traditional role-playing or theatre envronments.
Here is some information about the genres we currently offer for play at EC:
Changeling: The Dreaming - Emerald Court Chronicles
(6pm - 9pm)
Explore a whimsical urban setting where beautiful and powerful Faerie Courts vie for power and seek adventure by unearthing the remnants of the wonderous ages before within a banal modern landscape.
In the game, take on the role of a Changeling; a fae soul born into a human body. Create a character who has undergone the "Chrysalis", a magical awakening of the fae soul which previously lay dormant. Once through the Chrysalis, the Changeling exists simultaneously in both the real world and in the "chimerical" reality of the fae, where creative ideas and imagination have substance. (The metaphysical aspects of this are the complex concepts present in the game.) The human soul becomes joined with the fae soul.
As well as the usual roleplaying traits representing their skills and abilities, Changeling characters are further defined by their ties to the Dreaming. Each Changeling has Seelie and Unseelie aspects of their being, one of which dominates a given Changeling that represent a host of philosophies - light and shadow, law and freedom, duty and passion. In days past rule would be divided between the courts, the Seelie court ruling in the Summer months from Beltaine to Samhain, and the Unseelie court in Winter from Samhain to Beltaine, but now an uneasy truce exists and each court rules its own regions. Each Changeling has two legacies, one for each court, which represent how the dual nature of her fae soul is expressed.
The theme of Changeling: The Dreaming (tm) is that of noble pagentry and magical whimsy, hidden and glittering amidst a banal modern world.
Contact the Changeling Storytellers: firstname.lastname@example.org
Mage: The Ascenscion - Emerald Chantry Chronicles
(6pm - 9pm)
Told in the dystopian style of modern occult detective tales like Constantine and influenced by occult stories stretching back to Edgar-Allen Poe and Sir Arthur Conan-Doyle, this updated genre explores a world where magic and the supernatural exist around every tantilizing corner of a dark, post-modern world.
In Mage you take on the role of a character with the capacity to shape reality. This capacity, personified as a mysterious alter-ego called the Avatar, is dormant in most people, who are known as sleepers, whereas Mages are said to be Awakened. Because they're awakened, Mages can consciously affect changes to reality via willpower, beliefs, and specific magical techniques.
The beliefs and techniques of Mages vary enormously, and the ability to alter reality can only exist in the context of a coherent system of belief and technique, called a paradigm. A paradigm organizes a Mage's understanding of reality, how the universe works, and what things mean. It also provides the Mage with an understanding of how to change reality, through specific magical techniques.
The theme of Mage: The Ascension is that of learning to find one's inner power in a world of fading magic where mysterious enemies and hidden societies of other types of Mages seek to undermine you at every turn.
Contact the Mage Storytellers: email@example.com
Gothic Political Horror
Vampire: The Masquerade - Emerald City Chronicles (Camarilla)
(10PM - 2AM)
A more nuanced take on the classic vampire tales of old. Much more Brahm Stoker than Bela Legosi, Vampire tells a tale of politicking vampires who must strive to maintain their humanity yet still satisfy thier preternatural need to feed on tasty mortals, all while hiding their existance from the mortal world in behind a complex Masquerade of influences and intrigues.
The game allows you to assume the role of a person who has been 'Embraced' into the cursed and immortal Vampiric condition as a backdrop to explore themes of morality and the human condition (or appreciation of the human condition in its absence), salvation, and personal horror. The gloomy version of the real world that the Vampires inhabit, called "The World of Darkness", forms an already bleak canvas against which the stories and struggles of characters are painted. The themes that the game seeks to address include retaining the character's sense of self, humanity, and sanity, as well as simply keeping from being crushed by the grim opposition of mortal and supernatural antagonists and, more poignantly, surviving the politics, treachery and often violent ambitions of their own kind.
The theme of Vampire: The Masquerade is one of immortal politcs and personal horror, and maintaining one's sense of humanity in a gothic-punk reflection of the modern world.
Contact the Vampire (Camarilla) Storytellers: firstname.lastname@example.org or check out the house rules and character creation rules website for the Camarilla Vampire game at www.emeraldcitychronicles.com
Vampire: The Masquerade - Emerald Coven Chronicles (Sabbat)
(6 PM - 9 PM)
An even darker reflection of the Vampire setting, the Sabbat represent a sect of Vampires no longer concerned with traditional human moralities whose ultimate goal is to conquer humanity by defeating the eldest vampires in existance and subsuming their more humane opposition, the Camarilla so that they may rule over all humanity.
Players take on the role of the fanatically depraved Sabbat vampires, bent on the destruction of their opposition and forwarding their nefarious and inhuman goals. Actually a very astute comment on the dangers of ultra-religious fanaticism.
The theme of V:tM - Sabbat is one of a 'view from within' a depraved cult of inhumane monsters and what that means for those vampires who give themselves fully to any one counter-culteral ideology without maintaining a grip on their humanity, plunging headlong into an alien landscape hidden within a gothic-punk modern world. The game genre represents some of the most adult themes available at EC, so player discretion is advised, and as always, you must be 18+ to play.
Contact the Vampire (Sabbat) Storytellers: email@example.com
Werewolf: The Apocalypse - Emerald Sept Chronicles
(10pm - 2AM)
Welcome to a story of mythic beasts in the modern world. A very timely tale of environmental and spiritual decay in the face of mindless industrialism, the classic tale of the Werewolf is turned on its ear, becoming a morality play about desperation assocated with loosing one's connection between humanity and the natural world.
Players step into the role of powerful, but rage-filled Werewolf guardians called Garou. The Garou are beings of both physical strength and spiritual depth. Created by (and in most cases fighting on the side of) a force known as Gaia, Garou are shapeshifters capable of changing their physical form at will to appear as humans (a form they call homid), wolves (lupus), or several intermediary mixed forms. There are: glabro; physically strong and brutish humans, crinos; the traditional wolf-man, and hispo; wolves of unnatural size and strength. Unlike werewolves in most traditional folklore, Garou in Werewolf: The Apocalypse are neither mindless predators nor lunatics. Instead, they are depicted as defenders of Mother Earth and its Umbra (or spirit world).
The theme of Werewolf: The Apocalypse is one of a desperate battle to retain a lost balance between spirituality and wisdom, rage and the responsible use of power and the industrial and natural world.
Contact the Werewolf Storytellers: firstname.lastname@example.org