Wyrm Foe
Embers, a live-action role-playing
game, by Embers Productions
Organizing Chaos
The Revels portion of the moot is the closest to a typical LARP, where
players gather and mingle at will. It's also the longest portion
of the game. The Wyrm Foe is responsible for the organized activities
during that portion, mainly any competitions, tests, and challenges that
are going to occur in public. In the case of capital-C Challenges,
the Wyrm Foe must also work with the Master of the Challenge to ensure
that he or another Philodox is present to judge those challenges.
Some words of advice for the Wyrm Foe:
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Speak loudly and distinctly so that everyone can hear you.
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Know the format of challenges, described in the Challenges bluesheet.
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Know the combat system.
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Try to come up with a game or two for Garou to play, there are some suggestions
in the Challenges bluesheet. An easy one is sparring matches between
chosen Garou.
-
Be prepared to make announcements of events about to happen and the results
of what has happened to the assembled Garou. (In other words, public
speaking).
Revels
The master of the Howl calls for the Ahrouns to assemble in a circle.
Then the Master of the Howl stomps around the inside of the circle, looking
at the Ahrouns in turn, measuring them, judging them. Finally, the
Master of the Howl will lock eyes with an Ahroun and then turn away, indicating
that the chosen Ahroun is the Wyrm Foe.
The Wyrm Foe should be chosen in advance so that the player of the Wyrm
Foe can be prepared.
The Wyrm Foe then begins the festivities by asking for any Garou who
wish to challenge another to step forth. The challenges can proceed
in whatever order the Wyrm Foe decides.
As the challenges trail off and players become interested in other things,
let them and perhaps stop the competitions, tests, etc. for a time to pick
them up again in an hour or two.
The Master of the Howl will work with the Wyrm Foe to decide when the
Revels come to an end.