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How does the Storytelling Adventure System specifically come into play as part of City in the Sand?

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How does the Storytelling Adventure System specifically come into play as part of City in the Sand?

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Eddy: The goal of the SAS is to encapsulate scenes into discrete units that can be modified and moved around as needed. One thing I realized in designing my own LARP scenarios is that there are usually similar units, and it seemed natural to try to apply it to the existing Storytelling Adventure System. For example, there’s a scene where the Prince calls the Kindred together to hold court — a very common scene in Requiem — but when and how it happens (and how many times it happens) depends on how the scenario plays out for each group, so it makes sense to put all that information into a portable scene instead of saying “The Prince will say X and Y at 8pm.” In addition to the SAS scenes and background details on the Kindred of Los Angeles City in the Sand contains a short “introductory packet” for new players. I thought was an excellent addition to the main book. Q: What can you tell us about the New Player Booklet? Eddy: It’s an idea that was first developed in the Camarilla, which I e

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