Sunset Academy--After Sundown in High School
Posted: Sun Apr 20, 2014 11:49 am
Sunset Academy High
A campaign style for After Sundown
What happens when a minor is attacked by a vampire or werewolf and survives, or stumbles into another realm and trades their soul or heart for magical power, or creates a mystical elixir or discovers a demonic artifact or their past life?
It’s almost like it’s a metaphor or something…
Combine adolescent hormones, a sense of the confusion as to what you are far beyond the confusion of puberty, a desire to prove oneself to the world, the poor judgment and decisions of youth, and phenomenal supernatural powers, and you have in front of you a serious danger to the Vow of Silence.
While all children must contend with mysterious changes and incomprehensible urges, there’s a big difference between wanting to ravish the person you’ve been friends with for years who’s suddenly attractive, and wanting to eat her liver. “Normal” kids may have to see a therapist because their uncle touched them in bad places, but the children this game deals with need the special counseling which can only come from another person who was ambushed in a dark alley and left to die of exposure after being nearly exsanguinated, or surrounded by grinning imps who hunger for their flesh and are damned intent on taking it. Normal kids may be distressed by the strange new physical properties of their bodies, but at least every other person of their sex they know is going through generally the same thing. The kid who wakes up in the ICU with vestigial wings and retractable fangs definitely isn’t going to find someone to talk to about it in the next bed over.
Oh, and as a style thing that’s admittedly a bit lame, but still fun, the person who runs a game of Sunset Academy is called the Headmaster/mistress.
A Problem For Which The Time Has Come
The potential problem of supernatural youths was a negligible one in past eras. Between superstitious peasants, the tradition of misdirection, and humanity living either in remote villages or disease and crime ridden cities, the indiscretions of monstrous youth were easily waved away.
But everything changed when the Enlightenment came. It shattered superstition, cleaned up the cities, and expanded the networks of trade on which news travels. After that came the Industrial Revolution, and populations of all sentient sorts exploded, human and monster, old and young alike. A few supernatural robber barons, who had the brilliant idea of turning orphans to crew their factories cheaply and unending, alone ballooned the number of children running around with terrifying features and inhuman desires.
Institutionalization
The Syndicates were finally forced to confront the problem. They recognized that children were, more and more, being educated in public or private institutions, surrounded by mortal peers, rather than through tutors, mentors and parents in isolated settings. They recognized that so many were arising, for a myriad of reasons, that something like the mortal institutionalized education model was becoming the best way to handle this. Though they were loath to do it, even the fairly forward thinking World Crime League and Cauchemar Communes, they founded the first school for the sole instruction of supernatural youths.
The first such school was founded in England, and was derisively called St. Melanie’s, referring to an… instructional Nosferatu shadow-mage of the covenant who was finally hurtled to the lowest echelons of the Covenant through the heavy application of flaming potassium laced wooden clubs in a storm with extreme prejudice by Daevas who were tired of having all their secrets known and held over them. Now there are a good number more such schools, each with their own names, but collectively, they are commonly known as Sunset Academies.
These schools mirror mortal public education in many ways, but differ in some key areas. First, while there are enough monstrous youths to mandate such a system, there are still far fewer than mortal children, and so each school serves a far greater area, and will typically teach all grade levels in one institution, rather than having separate institutions for each. This is as much for the simple fact that apparent age does not correlate to mental development in supernaturals, too, as for reasons of population. It is just as likely, if not more so, that a Strigoi who appears to be four years old is on par with a High School senior in knowledge and maturity, as they might be to a mortal four year old. Only a few particularly large geopolitical areas have more than one such school, though often they have one official school, and one or two offshoots. A graduating class in a given year might be as small as a few hundred.
Secondly, the schools are a strange mix of private and public institutions. They are funded through a joint effort of the Syndicates, with some amount of private donations from “altruistic” (ie, very secretively scheming) supernaturals, as well as having their own methods of raising funds (though these are less bake sales and more “there’s troglodyte pariah a few miles away, no one will miss him, and he is said to have loads of valuables. We will be taking student volunteers to go kill him and take his stuff.”).
A Place Where No One Knows Your Name
A unique problem for the children who attend Sunset Academies is a very real displacement, infrequently experienced by their mortal peers, and even less frequently experienced by their elders.
Entire classrooms can be filled with a year’s new kids. School years don’t have a definite beginning—because a minor could be mauled by a werewolf any time of year and warrant immediate placement in the nearest Sunset Academy. Nor do they have definite endings—because it’s more important that students make abiding by the Vow of Silence second nature than that they learn to do complex math calculations by a certain point.
Faculty members have no reason to care how a student feels about spending ten years at the school. They have every reason to care that the young vampire they’re responsible to the societies for won’t go out and tell some codependent, short-sighted, self-centered teenage girl with daddy issues that they’re a vampire and then show her by catching a truck in front of her family and friends.
That said the academies are unlikely to actually keep a student for ten years unless they have an influential parent or sire. Students who don’t start showing some willingness to adhere to the Vow within at longest a couple years are often placed in suicide squads which are maintained by cults and societies, allowed no freedom, and only deployed when 90% casualties are certain, and then with close monitoring.
Faculty members attempt to keep the students from killing each other, or dying on Funding Trips, but there’s only so much they can do. Instruction at Sunset Academy is essentially year round, and advancement is handled purely through instructor recommendation, and not just for these reasons, but also, again, because physical and chronological age are largely meaningless to the supernatural.
Reading, Writing, Reanimation
Sunset Academy are more than continuation schools for supernaturally dangerous youth, and more than institutions that teach novice supernatural how to use their powers. They serve both purposes, as well as having the side benefit of welding together something approaching the typical high school social experience with supernatural society. It is entirely normal (for a given value of the word) for a Sunset Academy student to go from Algebra II to Pyromancy 101 in the same day, and then have a History of the Vow final later that afternoon.
That said, most gamers already went through math, science and literature in high school, and will be more interested in what goes on in Potions or Divination class. Also, when you’re a shark-mawed chthonic horror, there’s only so much you’re going to have use geometric proofs in later life, and the world doesn’t get infested with demons if you screw them up. As such, Sunset Academy games should focus more on the classes which cater to the supernatural part of supernatural youths which afford more interesting scenarios, just as the Academies do in-world. A given mundane subject receives only about a quarter of the time which a mortal school would devote to the same subject, while classes in general are taught throughout the day, with most of the time being given to more esoteric subjects.
Casketball and Fearleading
An interesting thing happens when you take people from everything they know, and things that were a big part of their life--they try to recreate them, albeit often with changes, intentional or no, based on their new circumstances.
When the Sunset Academies were first created, they served purely as institutions for teaching young supernaturals about their powers and impressing upon them the importance of maintaining the Vow of Silence. This left the students with a lot of free time, which they often used to pursue old interests--chess, poetry, football, and the like.
As time went on, the students started asking for, in some schools, or establishing, in others, leagues, meets, and all the other aspects of student clubs and teams. They even began to form student councils to take their requests and demands to the faculty, often electing charismatic students with socially-oriented sorceries as president. Some academies tried to suppress these councils, seeing them as arrogant and presumptuous, but the wider response was that these councils were valuable tools for letting students learn about the politics they would soon find very central to and overshadowing of their lives.
The students of modern Sunset Academies have imported cliques, sports teams, yearbooks, clubs, cheerleading, pep rallies and dances wholesale, but these things were imported in much the same way that coke or pepsi is imported to another country--with changes and additions to match the local pallet.
Much like After Sundown shows the passions and rages of all men, but writ large in bold red letters, the struggles of high school are all present in Sunset Academies, added to the struggles of boarding schools, but the drama is over-amped and raw like the drama of an Italian opera on the live stage.
Inspirations
There's actually a surprising number of "supernatural kids in school" works. Perhaps the two best known works are Harry Potter and Monster High (an argument could be made that Monster University beats out Monster High, but those are more "weird beasties" than monsters, regardless of the name). It's generational, though. X Men is the same concept, just a different explanation for the abilities.
The primary inspirations for Sunset Academy are, appropriately enough, Harry Potter, X Men, and Monster High. Indeed, the setting was inspired by the fact that the majority of Monster High characters can be made in AS with little to no problem.
Other promising looking works which handle the concept are All Ghouls School, Rosario + Vampire, Wandering Monster High School, and the Something Positive story arch "Homecoming of Elemental Awful."
A campaign style for After Sundown
What happens when a minor is attacked by a vampire or werewolf and survives, or stumbles into another realm and trades their soul or heart for magical power, or creates a mystical elixir or discovers a demonic artifact or their past life?
It’s almost like it’s a metaphor or something…
Combine adolescent hormones, a sense of the confusion as to what you are far beyond the confusion of puberty, a desire to prove oneself to the world, the poor judgment and decisions of youth, and phenomenal supernatural powers, and you have in front of you a serious danger to the Vow of Silence.
While all children must contend with mysterious changes and incomprehensible urges, there’s a big difference between wanting to ravish the person you’ve been friends with for years who’s suddenly attractive, and wanting to eat her liver. “Normal” kids may have to see a therapist because their uncle touched them in bad places, but the children this game deals with need the special counseling which can only come from another person who was ambushed in a dark alley and left to die of exposure after being nearly exsanguinated, or surrounded by grinning imps who hunger for their flesh and are damned intent on taking it. Normal kids may be distressed by the strange new physical properties of their bodies, but at least every other person of their sex they know is going through generally the same thing. The kid who wakes up in the ICU with vestigial wings and retractable fangs definitely isn’t going to find someone to talk to about it in the next bed over.
Oh, and as a style thing that’s admittedly a bit lame, but still fun, the person who runs a game of Sunset Academy is called the Headmaster/mistress.
A Problem For Which The Time Has Come
The potential problem of supernatural youths was a negligible one in past eras. Between superstitious peasants, the tradition of misdirection, and humanity living either in remote villages or disease and crime ridden cities, the indiscretions of monstrous youth were easily waved away.
But everything changed when the Enlightenment came. It shattered superstition, cleaned up the cities, and expanded the networks of trade on which news travels. After that came the Industrial Revolution, and populations of all sentient sorts exploded, human and monster, old and young alike. A few supernatural robber barons, who had the brilliant idea of turning orphans to crew their factories cheaply and unending, alone ballooned the number of children running around with terrifying features and inhuman desires.
Institutionalization
The Syndicates were finally forced to confront the problem. They recognized that children were, more and more, being educated in public or private institutions, surrounded by mortal peers, rather than through tutors, mentors and parents in isolated settings. They recognized that so many were arising, for a myriad of reasons, that something like the mortal institutionalized education model was becoming the best way to handle this. Though they were loath to do it, even the fairly forward thinking World Crime League and Cauchemar Communes, they founded the first school for the sole instruction of supernatural youths.
The first such school was founded in England, and was derisively called St. Melanie’s, referring to an… instructional Nosferatu shadow-mage of the covenant who was finally hurtled to the lowest echelons of the Covenant through the heavy application of flaming potassium laced wooden clubs in a storm with extreme prejudice by Daevas who were tired of having all their secrets known and held over them. Now there are a good number more such schools, each with their own names, but collectively, they are commonly known as Sunset Academies.
These schools mirror mortal public education in many ways, but differ in some key areas. First, while there are enough monstrous youths to mandate such a system, there are still far fewer than mortal children, and so each school serves a far greater area, and will typically teach all grade levels in one institution, rather than having separate institutions for each. This is as much for the simple fact that apparent age does not correlate to mental development in supernaturals, too, as for reasons of population. It is just as likely, if not more so, that a Strigoi who appears to be four years old is on par with a High School senior in knowledge and maturity, as they might be to a mortal four year old. Only a few particularly large geopolitical areas have more than one such school, though often they have one official school, and one or two offshoots. A graduating class in a given year might be as small as a few hundred.
Secondly, the schools are a strange mix of private and public institutions. They are funded through a joint effort of the Syndicates, with some amount of private donations from “altruistic” (ie, very secretively scheming) supernaturals, as well as having their own methods of raising funds (though these are less bake sales and more “there’s troglodyte pariah a few miles away, no one will miss him, and he is said to have loads of valuables. We will be taking student volunteers to go kill him and take his stuff.”).
A Place Where No One Knows Your Name
A unique problem for the children who attend Sunset Academies is a very real displacement, infrequently experienced by their mortal peers, and even less frequently experienced by their elders.
Entire classrooms can be filled with a year’s new kids. School years don’t have a definite beginning—because a minor could be mauled by a werewolf any time of year and warrant immediate placement in the nearest Sunset Academy. Nor do they have definite endings—because it’s more important that students make abiding by the Vow of Silence second nature than that they learn to do complex math calculations by a certain point.
Faculty members have no reason to care how a student feels about spending ten years at the school. They have every reason to care that the young vampire they’re responsible to the societies for won’t go out and tell some codependent, short-sighted, self-centered teenage girl with daddy issues that they’re a vampire and then show her by catching a truck in front of her family and friends.
That said the academies are unlikely to actually keep a student for ten years unless they have an influential parent or sire. Students who don’t start showing some willingness to adhere to the Vow within at longest a couple years are often placed in suicide squads which are maintained by cults and societies, allowed no freedom, and only deployed when 90% casualties are certain, and then with close monitoring.
Faculty members attempt to keep the students from killing each other, or dying on Funding Trips, but there’s only so much they can do. Instruction at Sunset Academy is essentially year round, and advancement is handled purely through instructor recommendation, and not just for these reasons, but also, again, because physical and chronological age are largely meaningless to the supernatural.
Reading, Writing, Reanimation
Sunset Academy are more than continuation schools for supernaturally dangerous youth, and more than institutions that teach novice supernatural how to use their powers. They serve both purposes, as well as having the side benefit of welding together something approaching the typical high school social experience with supernatural society. It is entirely normal (for a given value of the word) for a Sunset Academy student to go from Algebra II to Pyromancy 101 in the same day, and then have a History of the Vow final later that afternoon.
That said, most gamers already went through math, science and literature in high school, and will be more interested in what goes on in Potions or Divination class. Also, when you’re a shark-mawed chthonic horror, there’s only so much you’re going to have use geometric proofs in later life, and the world doesn’t get infested with demons if you screw them up. As such, Sunset Academy games should focus more on the classes which cater to the supernatural part of supernatural youths which afford more interesting scenarios, just as the Academies do in-world. A given mundane subject receives only about a quarter of the time which a mortal school would devote to the same subject, while classes in general are taught throughout the day, with most of the time being given to more esoteric subjects.
Casketball and Fearleading
An interesting thing happens when you take people from everything they know, and things that were a big part of their life--they try to recreate them, albeit often with changes, intentional or no, based on their new circumstances.
When the Sunset Academies were first created, they served purely as institutions for teaching young supernaturals about their powers and impressing upon them the importance of maintaining the Vow of Silence. This left the students with a lot of free time, which they often used to pursue old interests--chess, poetry, football, and the like.
As time went on, the students started asking for, in some schools, or establishing, in others, leagues, meets, and all the other aspects of student clubs and teams. They even began to form student councils to take their requests and demands to the faculty, often electing charismatic students with socially-oriented sorceries as president. Some academies tried to suppress these councils, seeing them as arrogant and presumptuous, but the wider response was that these councils were valuable tools for letting students learn about the politics they would soon find very central to and overshadowing of their lives.
The students of modern Sunset Academies have imported cliques, sports teams, yearbooks, clubs, cheerleading, pep rallies and dances wholesale, but these things were imported in much the same way that coke or pepsi is imported to another country--with changes and additions to match the local pallet.
Much like After Sundown shows the passions and rages of all men, but writ large in bold red letters, the struggles of high school are all present in Sunset Academies, added to the struggles of boarding schools, but the drama is over-amped and raw like the drama of an Italian opera on the live stage.
Inspirations
There's actually a surprising number of "supernatural kids in school" works. Perhaps the two best known works are Harry Potter and Monster High (an argument could be made that Monster University beats out Monster High, but those are more "weird beasties" than monsters, regardless of the name). It's generational, though. X Men is the same concept, just a different explanation for the abilities.
The primary inspirations for Sunset Academy are, appropriately enough, Harry Potter, X Men, and Monster High. Indeed, the setting was inspired by the fact that the majority of Monster High characters can be made in AS with little to no problem.
Other promising looking works which handle the concept are All Ghouls School, Rosario + Vampire, Wandering Monster High School, and the Something Positive story arch "Homecoming of Elemental Awful."