directed by
Brian David Phillips
This scenario was performed on 16 May 1999. This is an archive of our promotional material for the session. You will find photos of the run in the Archangels Scenario Photo Gallery. For Photographic 3-D Stereo Pair photos of the session, go to the Stereo 3-D Archangels Gallery.
Just before that, though, a very interesting argument had just ended.
Different aspects of the mind of God had incarnated long before the start of time, with the intention of making their opinions heard. Gabriel, Michael and Uriel formed a power block and refused to give up on the concept of determinism. Samael favored free will, and wanted a democratic decision made about it, but Phanuel refused them all point blank, saying that as the Face of God, He/She/It had to have the last say. Israfil tried to set Himself up as mediator (as usual), but was distracted as Raphael and Baaliel almost came to blows over whether humanity should experience pain. Only Azrael, the Angel of Death, stayed out of it. As It watched the ensuing threats and complaints, It found Itself shaking Its head. With the entirety of creation at stake, a metaphysical argument could cause a fall from grace for eternity. It would be a miracle if they got it all started without killing themselves.
Looking at the universe we got, who said it was not created by a committee?
An Interactive Drama at the dawn of time for a group of archangels. Costuming is desired, togas are recommended, but Archangels wearing Italian suits, or medieval armor, or wielding whips and chains, or anything appropriate to the sphere they control would be amusing. Divine power, infinite possibility, boundless ego. Does that spell trouble? You betcha. Knowledge of In Nomine is unessential, and in fact may give headaches.
In the beginning, God created the Heavens and the Earth.
| Genre: | Yup! |
| Problem Solving: | Maybe... |
| Comedy: | Probably |
| Intrigue: | You bet! |
| Catharsis: | Anything is possible |
| Adult Concepts: | Some |
| Religious Concepts: | What do you think? |
| Fun: | Lots and lots and lots |
| Director: | Brian David Phillips |
| Venue Change: | NCCU Campus (outside near Library/Swimming Pool) |
| Date: | 16 May 1999 |
These things can be created only by an Avatar of God (combined will of several Archangels) with sufficient essence to summon them from non being.
| (Time into the Interactive Drama) | |
| Day 1: Light | Start |
| Day 2: Heaven | 1/2 hour |
| Day 3: Sun, Moon, Stars | 1 hour |
| Day 4: Land and Sea | 1 1/2 hour |
| Day 5: Fish, Birds and Plants | 2 hour |
| Day 6: Animals, Mortals | 2 1/2 hour |
| Day 7: Rostered Day Off | (end of game) |
The method of choice shall be that each candidate for a position must be put forward by five other Archangels, and where there is a conflict, then either there shall be a vote of all willing Archangels or a contest between the candidates. This can occur at any time, but all conflicts must be finally resolved at least five minutes before the end of the game.
| Ruler of Heaven | Speaker of God, Most powerful being in the universe. |
| Divine Herald | Messenger of God, Conveyer of God's Will. |
| Marshal of the Heavenly Host | Right Arm of God, General of Heaven. |
| Holy Spirit | Judge and Guide of the Mortal Souls. |
| Guardian Angel | Guardian of Mortals, Defender of the Weak. |
The method of decision for these issues is that they are decided by the will of the Speaker of God, or the nominated head of the Avatar, at the time when specific elements of the universe are created, which are listed below next to each Metaphysical issue. It is possible for an Avatar to later alter the nature of an earlier decision, and everyone will know this has happened.
| Destiny of Mortal Souls | Decided when Heaven created | (Heaven or Hell / Reincarnation / Where they want / Nothing) |
| The Nature of the Universe | Decided when Land created | (Determinist / Free Will / Random / Combined) |
| The Nature of Good and Evil, Morality | Decided when Stars created | (Love god alone / Love one another / Improve the self / Improve the universe / Follow own desire / None) |
| The Purpose of Mortals | Decided when Birds, Animals or Fish created | (To Glorify God / No Purpose / They make their own Purpose / To Help each other / to Attain Godhead) |
| The Shape of Mortals | Decided when Mortals created | (Single sexed, self reliant / Two sexes, social / Communal, group mind / Diverse shapes, many races) |
|
# |
CHARARACTER |
PLAYER |
QUOTE |
AS SEEN BY OTHERS |
|
01 |
Phanuel Face of God |
Ted Huang | "Power corrupts. Absolute power corrupts absolutely." | Ambitious, Natural Leader, Organized |
|
02 |
Baaliel Thought of God |
Leigh Han | "Knowledge is power; power is knowledge." | Rational, Intelligent, Considerate |
|
03 |
Jean Imagination of God |
Willy Chien | "From the spark of imagination comes existence." | Animated, Concerned, Cautious |
|
04 |
Uriel Purity |
Ellen Li | "Who knows what light shines in the depths of the Soul?" | Perceptive, Curious, Perfectionist |
|
05 |
Israfil Heart of God |
Kevin Perry | "The heart is the soul. The heart is the strength. The heart is the center of the being." | Content, Emotional, Sympathetic |
|
06 |
Jordi Spirit |
Allison Tsai | "God is in everything, you just need to know where to look." | Perfectionist, Driven, Compassionate |
|
07 |
Yves Contemplation |
Yiu-San Tsuo | "If God is Omnipotent, can God make a rock God cannot lift?" | Cautious, Enigmatic, Calm |
|
08 |
Kronos Change |
Tien Chao | "A change is coming... I can feel it." | Determined, Judgmental, Self Righteous |
|
09 |
Azrael Death |
Corey Bell | "Don't pay the ferryman till he gets you to the other side." | Enigmatic, Calculating, Independent |
|
10 |
Gabriel Word of God |
Sharon Liu | "Truth is beauty, beauty truth, that is all you know and all you need to know." | Calm, Purposeful, Friendly |
|
11 |
Raphael Healing |
Tony Chiang | "The quality of mercy is not strained." | Compassionate, Vocal, Empathic |
|
12 |
Eli Creativity |
Jane Ko | "In every perfect creation there is a flaw." | Passionate, Graceful, Inspired |
|
13 |
Novalis Life |
Margaret Chen | "Is life defined by what it is or what it is not?" | Curious, Fickle, Friendly |
|
14 |
Andriel Love |
Maggie Wang | "No greater love exists, than to give one's life for another." | Caring, Willful, Passionate |
|
15 |
Samael Light Bringer |
Lee Campbell | "Questing for truth, what shall you do when you find it?" | Intense, Passionate, Proud |
|
16 |
Michael Defender |
Michael Cheng | "With great power comes great responsibility." | Confident, Controlled, Tenacious |
|
17 |
Lilith Passion to Excess |
Jill Chen | "If it feels good, do it - a lot!" | Passionate, Vibrant, Overzealous |
|
18 |
Abbadon Destruction and Endings |
Amanda Su | "The best part about building things is tearing them down." | Fierce, Chaotic, Headstrong |
|
19 |
Naari Children |
Lorraine Phillips | "Suffer the little children to come unto me, but don't let the children suffer." | Gentle, Nurturing, Fierce Protector |
|
20 |
Sunya Compassion |
Midee Chen | "Life is Pain, but shared pain is lessened." | Kind, Nurturing, Forgetful |
|
21 |
Andariel Unity |
Daniel Wang | "United we stand, Divided we fall." | Loyal, Trusting, Fanatic |
|
22 |
Erisius Chaos |
Joshua Samuel Brown | "And hurt none, do what thou will is the whole of the law." | Flighty, Chaotic, Insane |
|
23 |
Melodi Music |
Linda Lo | "The Music of the Spheres is all the music you need." | Loving, Wild, Passionate |
|
24 |
Raziel Mysteries |
Anna Chen | "God shall create Man from the dust in his own image. It is our right to deliver the wisdom of God unto him, so he can take his proper place in the cosmos." | Loner, Hermit, Secretive |
|
25 |
Elerial Patience |
Teresa Chen | "Good things come to those who wait." | Dangerous, Quiet, Patient |
|
26 |
Dumeria Silence |
|
"I sing no more." | Silent, Learned, Secretive |
|
27 |
Bethangelia Void |
|
"Feel me, taste me, I am filled with nothing." | Consuming, Destructive, Cold |
|
28 |
Lucindia Trust |
|
"You just relax and I'll take care of everything." | Friendly, Helpful, Needy |
There is still plenty of room for more characters . . . so if anyone else would like to join the fun, email Brian David Phillips as soon as possible.
The first thing you recall is that God decided to give you a form. This happened a while ago. God had decided to do something BIG, and wanted to look at different aspects of the situation from different viewpoints. So God took the differing viewpoints from inside the Almighty psyche and became them.
You are one with God. God is one with you. You are the living extension of God's will. This makes you mind-bogglingly powerful. The only problem is that there are others just like you. Different aspects of God are all realized, and now there are a whole bunch of you gathered together in the vast void of pre-creation. You are one of the Archangels.
Archangels are immortal, unkillable, and damn tough. About the only thing that can affect an archangel is another archangel. Not that there is anything else out here in the pre-creation.
Your other abilities are vast. All may be considered to work automatically unless they are countered by another archangel. You may travel instantaneously anywhere you like. This is useful for meeting others of your kind, unless they are having a private conference. You can create mundane objects at will. You can create energy of any kind, and alter existing things as you so desire. This includes (but is not limited to) psychokinesis, transmutation, phasing, disintegration and thermal kinesis.
You have genius level intelligence with regard to understanding things that are explained to you. This is useful for gaining abilities from the other archangels, because once they have consented, and explained an ability to you, you gain that ability. You can sense anywhere or anything you concentrate upon (again assuming you are unopposed), and can send messages to each other from any distance (i.e. yelling across the room). You can sense the existence of each other anywhere unless you really really do not want to be found.
However, there are a few limitations. You are not omniscient. Basically, you can only concentrate on one thing at once, and if other players are doing something privately, you cannot interfere. It is impossible to kill any other archangel (at least you think so), but there are things worse than death. You do not have all knowledge, and some Archangels know more of the memory of God than others. What you do know is covered on your character sheet. If it is not there, you don't know it. But you could create it...
It is possible, if archangels decide to combine, to become an Avatar of God. This Avatar has the power to create life, to shape a universe or to do drastic things to other archangels. For example, if a few archangels are pissing everyone else off, they can be cast out of the mind of god, and exiled into any prison that the Avatar constructs for them. In 'real' history, something like this happened, but let's not go into that unpleasantness. The success of these actions depends upon the knowledge and number of the archangels in the Avatar. All entities present must be unanimous in their actions, but most of the archangels will not be completely aware of all that the Avatar does. Thus the archangels may discover interesting things about their own creation that they didn't know they made. Such is the enigma of God. Every Avatar must have a Speaker that says its actions, but at any point any person in the Avatar may disagree and undo the Avatar. The Speaker's opinions are more equal than the others in the Avatar, though; they get to decide cosmology of the things created by an Avatar. It is possible to have conflicting Avatars, and under these circumstances the Avatar with the highest total Essence wins, unless the totals are within 10, in which case nothing happens save a big fight, gratuitous destruction, total loss of essence for all involved and a balanced end.
At the beginning of the game, there is nothing in the universe. All that exists is infinite dark, a vast empty space called the Void. Since there is nothing here, there is nothing to go and see, until you make it. This is the reason for your existence, the reason for God having made you / become you. You are going to make a universe.
That is, unless you kill each other first.
Overview: Archangels can argue with each other, and even come to blows. All have four stats: Corporeal Forces (Body), Ethereal Forces (Mind), Celestial Forces (Soul), and Total Forces (Essence). Corporeal is how much harm you do when you want to hurt something, Ethereal is how smart and quick you are, and Celestial is how persuasive (and pigheaded) you are. Essence is how much energy you have and how much of a beating you can take. It is also the amount you contribute to the strength of an Avatar. Lost or used Essence comes back the next dawn (depending upon how the game is going, every half hour).
Combat: When an Archangel tries to attack something, that thing or Archangel suffers the Corporeal forces of the attacker as Essence loss. Defense against attack is simultaneous, unless a ruling of surprise occurs (unlikely with near omniscient beings), and calculated in the same way. For example, Baaliel (Corporeal 5, Essence 20) comes to blows with Raphael (Corporeal 6, Essence 20). Baaliel ends with Essence 14 and Raphael with Essence 15. Ganging up on someone is not sporting, but can create quicker victories. If Gabriel (Corporeal 7) decided to help Raphael in the same round, then Baaliel would be reduced to Essence 8. Or, say, if Raphael had surprised Baaliel (leaping out from behind a supernova or something) then Baaliel would have suffered damage but Raphael would still be at full strength.
Mental Combat: It is only possible to engage in mental combat in Ethereal realms. At the start nothing is Ethereal. Most other places (not made at the start) may have some Ethereal elements, dependent upon the cosmology decided by the Speaker of the Avatar at their creation, and so it may be possible to initiate mind combat in these places. Mental combat is handled exactly the same way as corporeal combat, but either combatant may choose to substitute their Ethereal Forces for their Corporeal when determining damage. The effects of this are attacking people with bad dreams or mental static... whatever.
Persuasion: When an Archangel tries to Will something they spend 5 Essence, and their Celestial forces are compared to the Celestial Forces or Essence of the opposition (whichever is less). If the attacker's Celestial Forces exceeds the defense value, then the defender is persuaded / summoned / altered / whatever. This takes combat time, and can be done instead of a combat attack, but can be done with surprise. E.g., After their short tussle, Raphael (Soul 7) tries to persuade Baaliel (Soul 8), who had wandered off, that determinism is a good idea. This is a surprise, since Baaliel was wandering off. Since Belial's Essence is only 7 due to his wounds, he defends at 7. Raphael spends 5 essence. Raphael's Soul is 7, and Belial's defense is 7, so the result is a tie, and the defender wins. Baaliel is unaffected, and may respond normally.
The results of having zero Essence are that you can not initiate any combat, only defend yourself, and can contribute nothing to any Avatar that is formed until your essence comes back, and further, you can be persuaded of anything by anyone that spends the essence to convince you. These persuasions do not wear off, unless you are persuaded by someone else of something else. A persuasion is as strong as the Soul used in its creation. So, when someone's essence returns (the next dawn), if their Soul is higher than any persuasions currently on them, they can override them for as long as their essence is above the rank of the persuasion. Permanent removal of a persuasion requires spending 5 essence and a Soul higher than the level of the persuasion. For example, Baaliel, while at Essence 2, is persuaded by Kronos (Soul 6) that there is a conspiracy of archangels acting to destroy him. Baaliel acts in a distrustful fashion for the next half hour, when his essence returns. Now, his Soul of 8 is much higher than the persuasion, so he may act normally after the next dawn, unless his essence falls below 6 again, when he gets paranoid once more. Or, if he chooses, he can spend 5 of his essence, and remove the persuasion forever.
There are other ways to get people to do what you say. Talk to them. It is much easier on the soul.
Avatars: An Avatar of God has all the Forces and Essence of all the Archangels in it at any time. Being in an Avatar costs each member 5 essence per Major Act of the Avatar. An Avatar is vastly powerful, but very taxing to summon. An Avatar will usually not persuade or engage in combat unless there is a very good reason for it and all who are in it agree unanimously on that act. Major Acts require varying Avatar strength to commit. The Director will be aware of what is necessary. The cosmology of the universe is decided by the Speaker for the Avatar that creates each element of the universe. These can later be altered...
Well, that is about it for rules. Any questions should be directed at the Director, Brian (the rather large idiot in the cape). Have fun, and create a cool universe.
Hello again. Here are a few clarifying rules for the purpose of understanding how this game will be played, and how the concepts of metaphysics will be handled.
Metaphysics: The five metaphysical issues to be decided are issues about the universe and its structure that make up the framework of reality. They are at least as important as the individual objectives of the characters themselves. Every character has been given a beginning opinion of four out of the five issues. If the universe ends up having the metaphysics of the opinion of your character, you get extra points, at a rate of one point per issue. The issues themselves are decided upon when specific elements of the universe are created. The complete list and some of the current opinions the angels have are listed below:
The decision as to what the metaphysical result is is decided by the head of the Avatar that creates the portion of the universe. Since it is slightly easier to alter an element of the universe after it has been created, it is possible to also alter a universal structure at the same time. For example, if a group of 10 archangels create Heaven, and the head of that Avatar decides that the destiny of mortal souls is Heaven or Hell, but later a group of eight Archangels gather and alter the nature of Heaven, they can also change the nature of the Destiny of Mortal souls to say, reincarnation. This can happen as many times as the Archangels have the essence to continue to recreate things...
Every Archangel has the option of altering their own beliefs twice, as well as picking a side for the one viewpoint which they have not decided on yet. Thus it is possible to change sides on some of these issues. Each time a player chooses to alter or add a viewpoint to their character sheet, they must consult the Director and get a initial on each change. The latest in the Interactive Drama this can be done is 15 minutes before the end of the game.
Songs: Each Archangel begins the scenario with a certain number of Songs. Most will receive two or more copies of the same song as Ability Cards. An Archangel may teach a Song to another Archangel simply by giving the other player one of her Ability Cards for that Song, touching the other player, and role playing the lesson for five minutes (it takes that long to learn a new Song and you must maintain physical contact for the entire five minutes). If either contact or concentration is prematurely broken then the lesson has to begin anew. At the end of the five minutes both Archangels must spend Essence equal to one third the casting cost of the Song (rounded down, minimum of one) and the Song has been taught. If an Archangel loses the only copy of a Song he or she has, then that Archangel can no longer sing that particular Song. When using Songs, please please please please roleplay them by singing or chanting a few lines of a song appropriate to the effect gained from the Song. Extra points will be awarded for particularly clever or faithful roleplaying on this part.
Special Abilities: The nature of each Archangel is unique, and as such each Archangel has a specific ability that cannot be taught to any other entity. This ability in inimical to the Archangels true self and nature, and reflects the sphere of influence and ability that each Archangel has.
Lesser Angels: Lesser angels do exist, but usually because an archangel has summoned them into existence. In general all lesser angels have 9 essence, and 3 forces in each of Corporeal, Ethereal and Celestial areas. Lesser angels can do all the things an Archangel can, but less so, and are classified as 1/3 as powerful as an Archangel for purposes of creating elements of the Universe and joining Avatars. Summoned lesser angels tend to last until the next dawn.
Return of Essence: Essence returns completely to every Archangel up to their maxima every Dawn, as the primal light of the universe flows into them. In general, this will occur every half hour of the game. No Archangel may ever have more than their maximum essence, and every player is going to be trusted to gather enough essence counters to return their essence to maximum each dawn. It is possible to give another Archangel essence, up to their maximum from your own pool, and this takes a minute or so real time. It cannot be done in Combat, but can be done to restore wounds after combat.
Interactive Dramas or Live Action Role-Playing Games (LARPs) are difficult to describe. They combine elements of table-top roleplaying (e.g. Dungeons and Dragons) and improvisational theatre. The closest thing you'll find to an Interactive Drama is a professional staged murder weekend (the main differences are that Interactive Dramas are not as slickly produced, cost much less, and have a greater range of themes).
You are a Player. The person you are pretending to be is your Character. You have a Character Sheet which tells who your Character is, and what your Character wants (your Goals). You achieve your Goals by talking to the other Characters - sharing secrets, telling lies, making alliances, betraying your friends, etc. The bulk of what you'll do during an Interactive Drama can be achieved just by talking to people (and sometimes by eavesdropping on someone else's conversation). There are other things you can do fairly easily as well. For instance, hiding in the closet is accomplished by opening the closet door, stepping inside, and closing the closet door.
Some things you may want to do, however, are a little more complicated. If you want to steal somebody' s pants, or blow up the ship, or something else you shouldn't actually do, then you have to talk to the Interactive Dramatist or Director.
The Interactive Dramatist: The Interactive Dramatist or "Director" runs the game. He is your referee. The Director is outside the game, so you should act as if he's not there. The Director doesn't have a Character so your Character can't talk to him. However, the Director must be obeyed. His powers are almost absolute - only chance and fate can overrule the Director. If the Director whispers in your ear "You have just fallen unconscious," then lie down on the floor with your eyes shut. If the Director shouts "you hear a crash coming from the hold!" then everyone should act as if they hear a crash (and perhaps run to the hatches to investigate). If the Director bolds up a sign reading "You don't see anything" then act as if nothing is happening. If the Director tells you to "take off your clothes and stand on your head," he is abusing his power and you should ask him to reconsider (unless, of course, that's something you really want to do anyway).
Directors with Players: Ignore a player who is talking to the Director. Don't bother them, and don't eavesdrop! If a Director and a player are going somewhere, ignore that as well. The Director is moving the Character (e.g. the Character wanted to leap from the yardarm. It isn't a good idea to actually do this and we don't actually have a real yardarm handy, so the player walks with the Director to a spot under where we imagine the yardarm hangs.)
Whistles: If the Director needs everyone's attention suddenly, he can blow his whistle or give a shout. When you hear a whistle or the Director shouting instructions you must immediately freeze until the Director tells you to resume play. A good Director should be able to avoid getting on your nerves with his damn whistle, so don't worry.
Non-Player Characters: Sometimes a new Character enters the game, but it is a part too small to give to a Player. This is a Non-Player Character (NPC) and the Director handles this part. If a character catches a mermaid or if angels descend from heaven, or if pirates storm the ship, then someone has to play the mermaid, or the angels, or the pirates. The Director temporarily enters the game as the required NPC. This is the only time your Character can interact with the Director. Treat NPC's just like other Characters (Note: this is a rare opportunity to kill a Director, but don't do that unless your Character has a good reason to kill the NPC).
Keep the Director Informed: If you are planning something sneaky (such as an ambush) try to tell the Director in advance. There are things you don't know (and the Director does) that may affect the outcome of your action.
Item Cards: These are cards you get with your character packet at the beginning of the scenario event, and they represent unusual things your character owns. Item cards are written in as little detail as possible and only tell you what you would know if you found the item lying on the floor (further detail is available if you examine a found item, which you do by asking the Director about it). Details about your items are given in your character sheet.
Feel free to bring or borrow props for your items but only for items your character has. Don't bring a gun if you don't have an item card listed on your character sheet for a gun; you weren't given that item card because the Director doesn't want you to have a gun. Also, to make sure to keep your item cards with your props. A prop gun without an item card is just a prop gun and can't harm a soul.
Item cards move around just like real objects; they can be exchanged, stolen, lost, hidden, found, and sometimes destroyed.
Special Ability Cards: These cards represent a Character's special abilities and they allow players to do things without having to go through a Director. If a player presents you with a Special Ability Card then read the card and obey the instructions. If the card says "Show me all your item cards," then hand your cards to the player with the Special Ability Card. If the card says "You are unconscious", then lie down on the floor with your eyes shut. Remember, your Character doesn't know what is happening; pretend to be unaware that your items have been examined, act confused about mysteriously fainting. Play along. Above all else, forget which Player showed you the card. Some cards cancel each other out, or result in a tie. A Special Ability Card with a red border beats a regular Special Ability Card. If a Special Ability Card says, "Take off your clothes and give me the tightest hug and the deepest kiss you've ever given anyone", then you're probably either playing in the wrong scenario or someone is cheating. If in doubt you may discreetly ask the Director for a ruling.
Real Time, Space, and Stuff: Real Time means if something takes you 10 seconds to accomplish you must spend 10 seconds pretending to do it. If something takes 10 minutes, spend 10 minutes of game time doing it. Real Space is a similar concept. If you left something in the forecastle you have to walk back to the forecastle to get it (or at least to the part of the gaming area we pretend is the forecastle). If you want to get the bazooka you have stashed in the hold, you have to go down there. Real Stuff is an exception to the rule about needing item cards for everything. If you need a fork, you may find one in the kitchen. This saves the Director the trouble of writing up a card for everything. If there's something in the area that you can't use in the game, the Director will tell you in advance. If you find an item that would be out of place, it probably doesn't belong there. Ask the Director to make sure. Of course you never know what that digital watch is until you ask.
Combat: Even among the best of friends there is an occasional falling out. If combat occurs, follow the specific rules for this scenario as outlined above. You should remember to "roleplay" the battle beyond just comparing numbers on your character sheets. If you need specific help, get the Director. Tell the Director what you are doing and act out your actions, and the Director will determine whether it worked or not.
IN and OUT of CHARACTER: Since you are here with your friends, it is natural to want to drop character and talk to them. Unfortunately while you are doing this, someone else's Character may need to speak to your Character. In General, it's a good idea to stay in Character. You'll probably find you enjoy the game more that way. On the other hand, try to be tolerant if someone steps out of the game on you. As an addendum to this, you will find your experience to be all the more positive the better your costume and props are.
The Impossible: Supernatural Manifestations, Extra Sensory Perception, the occult, weird science are all things we understand to be impossible in the real world. This is not the real world. As similar as it may seem to the reality the designer reserves the right to include the impossible in this game. Do not expect it, especially if this is something your Character Sheet says you don't believe in. But it is only fair to warn you that the impossible cannot be ruled out. (A further warning: the above paragraph could just be misdirection.)
Honor: Though it is possible that one or more of the characters are not ethical, it is imperative that all players be honorable and fair. Never look at someone else's character sheets, or attempt to twist the rules. This interactive event has no winners or losers. Cheaters will be dealt with rather harshly.
Rules of the Event: This edition of Archangels is being presented by your host. All players must abide by any "house rules" set by the host of your event.
Costumes, Make-Up, and Props: This is a costume event. So, try to dress and equip your character as closely as possible to the description in your character sheet. Some folks may have more trouble than others. While we won't eject you from the venue if you can't find a pair of wings or the like, you'll certainly feel more into it the closer you can manage. So, please do try to at least make at least a rudimentary effort at costume, make-up, props, and effects material. While most folks will probably be going with togas and the like, it's perfectly alright to go another route based upon what your character's goals, ambitions, or personality characteristics are. It doesn't have to be Hollywood or grand theatre . . . heck, paper masks and colored construction paper with aluminum foil is acceptable . . . just give it a go and let's have some fun . . .
Photographs: During the scenario run of Archangels players are welcome to take photographs for their personal scrapbooks as long as such picture taking doesn't get in the way of actually playing the piece. In any case the Director will take photos for the web gallery.
Disclaimer: The examples used above are for purposes of demonstration only. They are not meant to imply that lies, thievery, murder, mayhem, explosions, pirates or mermaids will be included in this scenario.
Here are some places on the web you can learn about the real Archangels to help you with characters, costumes, props, and other ideas. Some of the sites are for costumes or other games as well.
In order to produce this particular performance of Archangels with the Taipei Interactive Theatre Society at this time, we have found it necessary to make certain modifications to the scenario. These modifications are in no way intended as infringements upon the rights of the author or the integrity of the piece. They were made within the confines of fair use for performance much as theatrical companies may find it necessary to cut or modify a play in order to suit the needs of their troupes or a traditional role playing club may need to adapt an RPG module to fit the campaign. Our "cutting" is neither available nor intended for distribution. Those wishing to produce this scenario should acquire a legitimate copy of the original scenario.