Camarilla Coordinator 2009
Alan PursellHome Chronicle: Caught in Eternal Twilight
Experience in OWbN:
I'm not quite a Methuselah, but I am definitely an old Ancillae. For the last few years, I've been an active Inconnu that keeps his fingers in.
I've been playing in the org for nearly 8 years. I've built up a lot of ooc relationships with players across the org, I've worked with coords, STs, and players. I've served time on Council as the CM for Always Come Evening. I've been a sub coord, a sounding board and an idea man. I've talked to the true believers and the cynics (sometimes the same person), the idealists and the critics. I've heard a lot of war stories. I've heard a small amount of horror stories. I wrote for the Brujah resource guide for this year. You can go check it out, I'll wait.
IC, my main character is Jack Sebastien. He's been primogen, keeper, seneschal and prince, and for the last few years, he's been an archon to the Ventrue Justicar.
I've tried to play him responsibly, I've never tried to IC or OOC pull the "I'm an archon, I'm better than all of you" and frequently, when I attend games, I try to stay out of play for a good part of the game because the minute PCs find out there's an archon in the room, it affects the way the players play. He's a tool that I offer STs when I sign in, he's a genre cop that I use to try and enforce traditions and the way the Camarilla is supposed to work
I have never said "I can't do that, it's against his character" because I believe there is always more than one possible reaction for a character to have, to grow and change and learn something new. That can't happen if you say "that would never happen," and that's why I keep coming back. Like WoW, I can quit whenever I want, it's staying quit I have trouble with. Mostly because of the players that make it the most fun.
History in OWbN sounds so final, experience is what I'd prefer because that's the point of live-action roleplay the experiences have for the most part been rich and rewarding, and I want to help make make it is rich and rewarding for all the players in the games that make up our shared universe.
The Personal Statement "Keep it IC."
Ian Palpatine: Just... promoise me, something, Alan.
Ian Palpatine: ^promise
Darth Pursellstien: I'll promoise you anything
Ian Palpatine: Promise this and I will seriously subcoord for you and work hard.
Darth Pursellstien: okay
Ian Palpatine: Promise me that you won't try to tell a story.
A coord isn't a storyteller. If they want to be a storyteller, they make a PC and tell a story that way. A coord should be grammar, spelling, multiplication tables and physics. He or She makes sure that when the sun comes up it's the same sun in Des Moines that it is in New Orleans. A coord is the person that makes sure that the world makes sense for the players to tell their stories in and the storytellers to make sure the sandbox is full. Coords don't tell stories, they set the limits for the stories to be told in. To further paraphrase Ian K, "the storytellers tell the story, the coords build the world the story is told in."
The biggest role of a coord is consistency. Players can have fanboyish levels of "continuity cop" like memories about their own PCs, and yet have short attention spans to the world outside. Players have built years of roleplay on a conversation with an NPC, some have the special direct cell phone number and some have completely antagonistic relationships.
That works great for Clans. Clan Genre coords shepherd their genre. Players see clans as separate from the Sect.
It's when it gets to Sect things get murky, because the Camarilla needs help.
The Camarilla was created out of fear of the peasants with the torches and pitchforks. Clans are the Sect. Sect is the Clans. It is only through getting all Kindred invested in the Traditions and becoming part of the great conspiracy that keeps the Masquerade safe. The Camarilla has conclaves that are used to make neonates and childer feel like they have a voice. Elders lost so many of their own and in a moment of clarity realized their Roads were going the wrong way. Becoming the monster was not the goal, the beast was the real enemy.
The Sect needs some love. And I love it. And want it to be happy.
When you have Brujah, Malkavian, Nosferatu, Toreador, Tremere, Ventrue + Gangrel +Childern of Haquim (6+1+1) that have coord level NPCs, which affect the Camarilla, there needs to be a strong center to give it consistency. Everything should be done to give the players a richer experience. That's done by making the Camarilla a richer environment, that's strong, and happy.
Ideas on how to achieve that consistency: