
GAMEPLAY: PERMUTATIONS: THE RULES OF LARP: GAME SIGNALS
There are several hand signals that are common to live-action role-playing venues, but the ones below are what is common parlance at Emerald City Chronicles. The first and most important signal you'll learn is the Out of Game signal. Simply place one of your arms across your chest as if trying to touch your opposite shoulder. At EC this is easily recognizable as "I am out of game."

Language
If you're trying to indicate that you and another character are speaking in a language other than English, hang loose!

Peeking
Should your character be watching a scene remotely via video camera, Scrying or peeking through the Umbra (why?) then look through your two fingers like so.

Astral Projection / Shadowlands
Auspex users in the Astral Plane, and Wraiths and Giovanni walking in the lands of the Dead use this signal.

Obfuscate
Put your hand over the bottom part of your face. Whew! Nos Breath. Those using this signal are to be treated as invisible until seen via Auspex or Ob is dropped willingly.
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Fair Escape:
Fair Escape is when your character can escape from combat without fear of pursuit. However, this is an out of game mechanic; your character has no logical reason to assume that they aren't being pursued. There are some criteria that can grant your character fair escape from a scene, but this is by no means an exhaustive list. If you wish to Fair Escape from a scene, feel free to ask Staff if you qualify based on the following:
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If your character is exploiting the effects of Obfuscate superior to the Auspex (or similar powers) of those pursuing.
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If your character is exploiting higher levels of Celerity to escape a scene than those pursuing (Note: not foot-chase rules).
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If your character can break line-of-sight for long enough to 'shake' a pursuing character (likely around 2-3 turns).
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If your character can exploit a method of travel that others cannot exploit (flight, teleportation, swimming through earth, etc).
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If your character is attacked in their Communal Haven and have the Nosferatu security perk.
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If Staff offers Fair Escape at the beginning of combat (meaning the attackers are likely not targeting your specific character).

If you utilize a method of Fair Escape, your character gets some benefits (safely leaving combat), but you have some obligations out of character. Primarily, your character is no longer involved in this scene, you must physically leave the proximity of that scene. If it takes place in a large area like the Gathering, you need to physically move away from the gathering, and the entrances/exits. Your character is no longer entitled to any sort of knowledge of what occurs in that area, and you can't return to that area until Staff has declared enough time has passed that you may re-enter the scene. Certainly not until a fresh Scene is called, however, based on the complexity of the combat, we might put a physical time limit on it; like stating once combat has resolved that characters can't return for 5 or 10 in-game minutes.
Please remember, when you Fair Escape, your character is fleeing for their life. Combat takes an hour+ to resolve, but only lasts 20-30 seconds in-game. Your character doesn't run away for half a minute, turn around, and run back at the same speed the very instant that dice stop rolling. An appropriate amount of time needs to pass in the scene you have departed before you return to realistically express whatever fall out the combat would garner without your involvement.
Going Cinematic:
The primary difference between a Cinematic scene and a Non-Cinematic scene is the function of dice rolls and order of operation. In a properly run combat scene, actions happen in a very specific order based on the attributes of the characters involved. Actions resolve clearly based on the result of dice rolls which are also a function of the attributes and abilities of the characters invoking them. In a cinematic scene, these slower (but more accurate) rules are suspended to allow the Storyteller to narrate a perhaps more ascetically pleasing (and often much faster to resolve) scene.
As an example, in a proper combat scene, the Storyteller will collect initiative information, declarations of actions, and resolve them in proper order rolling dice for each stated action.
In a cinematic combat, the Storyteller collects appropriate actions of the characters involved and crafts those into a scene that they then describe to those involved. Generally, this is much faster, and staff will determine how successful the stated actions were based on arbitrary involvement (generally their whims).
The criteria for going into Cinematic is basically the willingness of those involved to do so. Staff can't utilize this mechanic without the agreement of those involved. Players shouldn't feel pressured to accept this option; players are always entitled to let their dice and sheets dictate their scene resolution. Generally speaking, the Cinematic option is only utilized once an outcome seems inevitable to those running the scene. Overwhelming force, or exhausted resources, or the scene not resulting in harmful long-term consequences.
However, if the Cinematic option is engaged, players are somewhat at the mercy of the Storyteller administering the scene. If the declared actions are harmful to another PC, staff may utilize those options or suspend Cinematic until those harmful actions are resolved. Cinematic is a much faster option, however, the players are less 'involved' in the outcome. We can't stress enough that players shouldn't feel obligated to accept going Cinematic. However, once you're in a Cinematic scene, it will resolve how the Storyteller feels is best appropriate to a cinematic scene and consequences thereof are how that scene resolved.

Cut & Brake:
Emerald City Chronicles Vampire has instituted two new key words for Out of Character safety purposes: Cut and Brake.
Cut & Brake are quite simply two additional resources for you to feel comfortable with your gaming experience here at ECC. Put simply, while we already have the Fade to Black clause here at EC (it's part of our All Games Charter) that states if you're in an uncomfortable scene for you, the player, you can ask to pause and have the scene moderated and narrated simply rather than continuing on. The conclusion of the scene is then discussed in a very general way.
First of all, before we discuss Cut & Brake, there is always an open door at EC. No one will ever force you to role-play a scene. You may, as a player, leave at any time. Vampire: The Masquerade is described as a storytelling game of personal horror. It’s an adult game with adult themes, there should be thrills and chills, it should feel gritty and dark with occasionally cruel and scary in-character consequences - but it’s not anyone’s intent to make a player feel trapped in a scene or to trigger actual psychological trauma. Much like a movie that is too scary to watch alone, if you need to step aside for a moment and catch your breath, just ask. Here are some ways to ask.
Cut & Brake work like this:
Brake: Brake is a way to continue a scene that is growing uncomfortable, but to indicate to dial down the intensity or 'put on the brakes'.
Example: Erik and Tai are playing characters that are trying to intimidate one another with the firmness of their handshake. As part of their role-play, they begin shaking hands and gradually increase the intensity and pressure of the handshake. Tai decides that role-play has gone far enough, and says “Brake” while looking at her hand. Erik and Tai continue the handshake, but both decrease the 'handshake pressure' element of the role-play.
If Tai needs the intensity of the handshake even less, she can keep saying Brake while the handshake continues, or…
Cut: Cut is a way to stop the scene entirely. A player may do this for any reason. All they need to do is say cut authoritatively. Other players near them should then also say cut, so that the circle of players is aware the scene needs to stop. Say it just like in the movies, loud and with vigor.
Example: In a happy scene, laughter is getting louder and louder, until it becomes hysterically so. 5 players are involved in the scene, and eventually, as the scene continues and the volume goes up and up, someone’s voice becomes hoarse, and they need to stop. They say “Cut!” and the other players, hearing this, mirror the word. The scene stops and the hoarse player can catch their breath.
Combined with the universal ‘timeout’ hand signal, that can help get the point across.
And that is Cut & Brake. We hope these tools will help ensure you have a good time at game and can exert a fine level of control over just how world of darknessy your world of darkness gets. Have fun playing, and be safe! If you like, below is a video of a smooth talkin' European dude presenting the same information.
- Your ECC Staff