STUDIO 13 - Game Guide

What is special about this game

This is a light, fun game set in the closest thing to a true fantasy world in our modern era - HOLLYWOOD. Players play actors in an independant studio who also happen to be various types of supernatural creatures, just trying to make it big in the modern world. There are vampires and werewolves, witches and mummys, mad scientists and their creations and many more. Characters are Actors in one of the productions being made by the studio, but also help out on the crew of some of the other productions going on at the same time. The supernaturals of Studio 13 are like a family of sorts, and are probably no weirder than any other family in Hollywood. The important thing however is that the rest of the world does NOT know that supernatural creatures really exist!

The character's stats are representations of the various genre of film. Their relationships (through friendships, rivalries) are intended to be at least as important than their powers or combat skills. Conflict will be fast and fantastic rather than mechanistic or realistic. The game is intended to be over the top and fun, but not silly or comedic. Similarly, we do not wish sexual or inappropriate content (if you make people go "eww" it is probably not appropriate).

The website is based on Robbie's very successful website; used for Mainspring, Avatars of legend, Koutougakkou, Tau Two Gar and Taverns & Temples. We have (yet again) a newer, more streamlined system and will be using the personalised "who's who" lists of each character for each game, group dynamics and a relationship system which lets you help friends and hinder enemies. The current popularity of races, film genres, crew skills, etc allows new characters to easily pick a niche.

Premise:

This game will cover one year of high anxiety and intrusive paparazzi in the lives of the actors. It may continue beyond this if desired.

Genre: This is a fantasy game with elements of action, drama, comedy and romance. To quote Shakespeare - "The play's the thing!"

When/Where: The modern world with supernatural creatures, magic, technology and the dreaded film critics.

Duration: Monthly for at least 12 months, with the possibility for extension if desired.

Mood: Light-hearted and fun.

Contrast: The game will have some black, some white and some shades of grey. Some people will seem trustworthy but have hidden motives, while others really are honest. Other people will seem shady, but may actually be allies. Actors should be careful who they trust, but most other actors are OK.

Brightness: The game will be light-hearted. Most of the drama will be interpersonal, though with action and magic thrown in to complicate things. Character death is unlikely but possibly. Killing other actors, screen actor guild members or paparazzi is not an appropriate solution to your problems, no matter how good it might feel.

Smoothness: The setting is not very gritty, nor overly concerned with realism.

Death: Many an actor has been known to 'die' on stage. Fortunately there are always re-runs.

Humour: The game will be light and fun, but not silly or slapstick.

Setting:

The game is set in Hollywood.

Theme: Saving the Studio, making money, getting famous or similar.

Scope: The game's scope is mostly restricted to the city and its environs. Actors may sometimes get to go out 'on location', however this may strain the Studio's budget.

Canon: None. This is a unique setting created specifically for this game.

Communications: All the modern forms of communication are available for the Actors.

Transportation: Ditto for transportation, although some supernaturals can have trouble with daylight or crossing running water...

Possessions: Mundane items are not intended to be overly important. The mighty US Dollar is the currency of choice, but is not tracked between games. Actors are able to request 'props' from the Studio 13 Prop department to aid them if necessary.

Content(PG, s, v, h):

Combat: Combat can occur once all other avenues are closed - remember the Police are very efficient these days, and no one wants a starring role on Law and Order. All actors will have some ability to defend themselves however. Combat can be deadly, but is mostly intended to emphasise the comedy or drama. Two actors who are arguing may punctuate their debate with a clash of steel. Becoming friends may require a bar brawl or a duel with spells.

Social: Social interactions are the most common and the most important type of interaction. Most interaction will be PC to PC (because you outnumber us). The mechanics let you take someone down with an insult as easily as with a punch. This doesn't mean you need to use the mechanics every time you insult someone, but the option is there if you decide you really do want to completely crush their spirit with your scathing insults and cutting wit.

Problem solving: There will be some problem solving in the game, but not much. Mostly with will be working out who to blame for the latest plot, problem or disaster.

Fame: The actors will often be invited to the parties, but need not be involved in the trappings of fame. Critics and the paparazzi need to be continually defended against however, and all without the common folk learning of the existance of supernaturals.

Style of play:

The game is meant to be light and fun, low commitment, relaxed and friendly.

Winning: Players win when everyone has a fun game. Great players help other players have more fun at the game.

PvP: Sometimes actors will be expected to co-operate, sometimes they will be expected to compete. The game caters to both collaborative and compedative characters, but works best with flexible ones. Outright antagonism is not what we are after.

Player Contributions: Players can contribute suggestions or improvements to the game and setting, most of which will be enthusiastically accepted, but GMs hold veto. We may also need to change things a bit to fit into the hidden backstory of the setting.

Activity: The game is open to active and reactive players, and the GMs will try to cater to individual tastes via the Plot Rating in downtimes (high for reactive "give me plot" players and low for active "I make my own plot" players). Your "happily ever after" and "Tragic end" also help the GM cater to your personal tastes, as does the "goals" area in downtimes.

Characterisation: The more effort you put into being in character the more fun you will have at the game. You do not need to be a great actor, but all attempts are appreciated.