From: [p f strack] at [email.unc.edu] (Paul Strack)
Newsgroups: rec.games.frp.storyteller
Subject: FAQ - second draft
Date: 16 Oct 1995 19:36:25 GMT

Here is a second draft of the FAQ I've been writing.  I've received a 
fair amount of commentary, and have tried to incorporate most of it, but 
some of it may have slipped through the cracks.  If so, I apologize.  
Give me a gentle reminder, and I'll try and put it in the third draft.  
Some things I intend to add, but haven't figured out yet:

FTP references: can anyone help me with this.  I'm not very ftp savvy.
Refences to some of the "bigger" net supplements, especially Highlander

Anyhow, here is the second draft



             +++++++++++++++++++++++++++++++++++++++++++++
             +          A World of Darkness FAQ          +
             +  by Paul Strack ([p f strack] at [email.unc.edu])  +
             +       Version 0.2, October 16, 1995       +
             +++++++++++++++++++++++++++++++++++++++++++++
 
 
 
Disclaimer:  Storyteller, World of Darkness, Vampire: the Masquerade, 
Werewolf: the Apocalypse, Mage: the Ascension, Wraith: the Oblivion, 
Changeling: the Dreaming and a multitude of other terms herein are all 
trademarks and copyrights of White Wolf.  Their inclusion in this FAQ is 
not a challenge to the trademarks or copyrights concerned.
 
 
 
Table of contents
 
Entries that have been added or changed since the last version are 
marked with a *.  The order and number of some questions more have 
changed since the last version as well.
 
1 General Questions
  *1.0)  How do you use this FAQ?
   1.1)  What is this newsgroup about, anyway?
   1.2)  What is a roleplaying game?
   1.3)  What are the Storyteller games?
   1.4)  What should I get if I want to play these games?
   1.5)  What if I can't find the games in stores?
  *1.6)  What is this IC and OOC stuff?
   1.7)  How do I get Writer's Guidelines from White Wolf?
   1.8)  What is this about the Golden Rule?
 
2  Internet Resources Questions
   2.1)  Are copies of the games available on the internet somewhere?
   2.2)  Is there anything at all about the games on the net?
  *2.3)  Who is the official White Wolf netrep?
  *2.4)  Are there any mailing lists for the World of Darkness?
  *2.5)  Are there any World of Darkness MUSHes?
  *2.6)  Is there information on the net about upcoming White Wolf 
         releases?
 
3 Vampire Questions
   3.0)  What is Vampire: the Masquerade about?
   3.1)  What are the names of the Antediluvians for each clan?
   3.2)  How do Caitiff, the clanless vampires, come to be?
 
4 Werewolf Questions
   4.0)  What is Werewolf: the Apocalypse about?
   4.1)  What happens to Werewolves that are born under an eclipse?
 
5 Mage Questions
   5.0)  What is Mage: the Ascension about?
   5.1)  What exactly is Paradox?
   5.2)  If Paradox is supposed to punish obvious magick, why are 
         Paradox flaws so flagrantly abnormal?
   5.3)  How do coincidences work?
   5.4)  Why don't (fill in the blank) get Paradox?
 
6 Wraith Questions
   6.0)  What is Wraith: the Oblivion about?
   6.1)  How do wraiths become insubstantial?
 
7 Changeling Questions
   7.0)  What is Changeling: the Dreaming about?
   7.1)  How do Changelings age?
  *7.2)  What do the Levels on Bunk cards mean?
 
8 Crossover Questions
   8.0)  How can I use the games together?
   8.1)  Can I have a vampire/mage, wraith/changeling, etc?
   8.2)  What sort of crossover creatures can I have?
 
9 Rules Questions
   9.0)  What is the Storyteller rules system?
  *9.1)  I have heard that GURPS rules exist for the World of Darkness.  
         Is this true?
   9.2)  How does splitting dice pools work?
 
10 Live Action Role Playing (LARPs)
   10.0)  What is Live Action Role Playing?
   10.1)  Do LARP versions of the Storyteller games exist?
  *10.2)  Where else can I find discussion of LARPs?
 
11 Miscellaneous Questions
   11.0)  What is this section for?
  *11.1)  What are Mummy, Hunters Hunted, the Year of the Hunter and 
          Gypsy About?
  *11.2)  What is Streetfighter?
  *11.3)  Where can I get this FAQ?
 
 
 
                      Section 1: General Questions
                      ----------------------------
 
*1.0)  How do you use this FAQ?
 
If you are completely new to the Storyteller games, read Section 1 and 
2, and the first question from each of Sections 3 to 7.  This will give 
you a good overview of what is going on.  The other questions tend to be 
of a technical nature, and difficult to understand without knowing more 
about the games.
 
 
 
1.1)  What is this newsgroup about, anyway?
 
Well, rec.games.frp.storyteller is a newsgroup for discussing various 
aspects of the World of Darkness roleplaying games, put out by White 
Wolf Game Studios.  All these games use the Storyteller rules system, 
and thus the name of the group.
 
 
 
1.2)  What is a roleplaying game?
 
A roleplaying game is make-believe for older people.  You create an 
imaginary character, and together with your friends with their 
characters, you describe your characters' adventures in some imaginary 
world.  Usually one person is designated a "referee" of sorts, called 
the "Storyteller", who makes rules judgements, and controls the rest of 
the imaginary world outside of the main characters.  There are a 
multitude of different roleplaying games, going back all the way to 
Dungeons and Dragons.  Discussion of other role-playing games can be 
found elsewhere in the rec.games.frp hierarchy.  The best place to start 
is probably rec.games.frp.misc, which is sort of a catch-all group for 
discussing these sorts of game in general.
 
 
 
1.3)  What are the Storyteller games?
 
There are five:
 
   Vampire: the Masquerade
   Werewolf: the Apocalypse
   Mage: the Ascension
   Wraith: the Oblivion
   Changeling: the Dreaming
 
Each game stands alone, but all are set in the same world, a twisted 
version of our world, called the World of Darkness.  The first two games 
(Vampire and Werewolf) are now in their second edition of rules, and 
Mage soon will be.  As for what each game is about, see the first 
question of Sections 3 through 7.
 
 
 
1.4)  What should I get if I want to play these games?
 
The Storyteller games are available at hobby and book stores across the 
world.  Each game has a basic rulebook, costing roughly $25, which is 
almost all you need to play.  You will also need some ten-sided dice, 
which should be available at the same store.  Though the main rule book 
is all you need, the Players Guide for each game is also pretty useful, 
and probably should be the second book you get.  After that, there are 
various supplements available for each game, depending on your interest.  
In addition, each game expands on the others, since they are all set in 
the same world.
 
 
 
1.5) What if I can't find the games in stores?
 
You can order directly from White Wolf by calling 1-800-454-WOLF, that 
is, 1-800-454-9653.
 
 
 
*1.6)  What is this IC and OOC stuff?
 
Many people like to post to this newsgroup speaking as if they were 
their character from one of the Storyteller games.  This is referred to 
as posting "in character" (IC).  Other people responded to such posts in 
character as well, and over time a shared, imaginary universe has 
developed.  To distinguish the "in character" posts from general rules 
and setting discussions, people put an "IC:" at the beginning of their 
subject line.
 
If you want to post on this group in character, feel free to do so, but 
try to remember to put the "IC:" at the beginning of your subject line.  
There aren't any other rules for what you can and cannot do while 
posting in character, but if you claim to be an ancient Methuselah with 
god-like powers, don't be surprised if other people fail to take you 
very seriously.
 
Some IC posters preface the subject lines of their non-IC post with 
"OOC:" for "Out of Character".  This helps other IC posters realize that 
what is being said doesn't applied to the shared IC universe.  This 
subject header is not as important as the "IC:" header and seems to be 
becoming obsolete.
 
 
 
1.7)  How do I get Writers Guidelines from White Wolf?
 
Send a SASE to:
 
Writers Guidelines
White Wolf
780 Park North Blvd.
Suite 100
Clarkston, GA 30021
 
This has to be done over snail-mail, since you need a disclosure form 
for each submission.  Rather than write up a full supplement, it is 
better to write up a proposal and send that first.  If White Wolf is 
interested, you can get down to writing the whole thing.
 
IMPORTANT NOTE:  White Wolf (and most companies for that matter) will 
not accept material that has been published on the net.  The net is sort 
of a legal morass when it comes to copyright laws, and companies don't 
want to have to deal with it.  If you want to submit something to White 
Wolf, do not put it on the net first.
 
 
 
1.8)  What is this about the Golden Rule?
 
The Golden Rule of all Storyteller games is that you can make them your 
own.  Anything you do or do not like about them you are free to change.  
That applies to everything in this FAQ as well.  A lot of the answers in 
the FAQ are just my opinion, and if you disagree then do things 
differently in your games.  Better yet, write me, and I'll try to 
include your opinions in the next edition of the FAQ.
 
 
 
                 Section 2: Internet Resource Questions
                 -------------------------------------
 
2.1) Are copies of the games available on the internet somewhere?
 
No.  Putting a copy of one of the games on the net without permission 
would be a copyright violation, and I don't know of anyone whose has 
done it.
 
 
 
2.2) Is there anything at all about the games on the net?
 
Plenty.  White Wolf has a pretty enlightened policy about people putting 
amateur supplements on the internet.  Rather than waste bandwidth with a 
long list, I suggest you look at Abe Dashiel's World Wide Web site, 
which has plenty of links:
 
http://silver.ucs.indiana.edu/~adashiel/wod/otherwww/otherwww.html
 
Before you go on, you might look around Abe's site, too.  It is pretty 
extensive.
 
 
 
*2.3)  Who is the official White Wolf netrep?
 
A long time ago it was Sam Chupp, but he left White Wolf in 1994.  For a 
while Jennifer Hartshorn was the netrep, but when she became the Vampire 
developer, she no longer had time for it.  At the moment, there is no 
official netrep for White Wolf.  Still, various White Wolf employees 
read this group, and will post occasionally.  If you post a question, 
you will sometimes get an "official" answer.  These people are doing 
this in their spare time, so be kind.  Of course, even if you don't get 
an official answer, you will likely get half a dozen responses from 
opinionated gamers such as myself.
 
 
 
*2.4)  Are there any mailing lists for the World of Darkness?
 
The are several World of Darkness mailing lists at wizards.com.  They 
include:
 
vampire-l
werewolf-l
mage-l
wraith-l
changeling-l
wod-l
 
To subscribe to any of these mailing lists, send a message to:
 
[l--ts--v] at [wizards.com]
 
The body of the message should be:
 
subscribe <name of list> <your name>
 
In the above, replace <name of list> with vampire-l, werewolf-l, etc, 
depending on which list you want to subscribe to.  Do not include the 
<>.  Replace <your name> with your name.  For example, if I wanted to 
subscribe to the vampire mailing list, I'd send:
 
subscribe vampire-l Paul Strack
 
If you get tired of the list, you can unsubscribe by mailing
 
unsubscribe <name of list>
 
 
 
*2.5)  Are there any World of Darkness MUSHes?
 
There are a good number out there.  Many of them advertise periodically 
on this newsgroup.  You can also check the Storytellers Circle, a MUSH 
with a list of other World of Darkness MUSHes on it.  You can get to it 
but telneting to:
 
cklaw.com 6666
 
 
 
*2.6)  Is there information on the net about upcoming White Wolf 
releases?
 
Every now and again someone from Whitewolf will post something on this 
newsgroup about the books and supplements they are planning on releasing 
in the near future.  Most of this information is recorded in the Coming 
Attractions FAQ maintained by Rick Jones.  It can be found at:
 
http://www-ece.rice.edu/~rickj/Coming.Attractions.FAQ.html
 
The information in the Coming Attractions FAQ falls under the category 
of rumor.  While a fair amount of it is accurate, don't blame either 
Rick or White Wolf if things don't pan out the way the Coming 
Attractions FAQ says it would.
 
 
 
                      Section 3: Vampire Questions
                      ----------------------------
 
3.0)  What is Vampire: the Masquerade about?
 
The game is set in a world like our own, in which immortal undead 
creatures live in secret societies, maintaining a "Masquerade" to hide 
themselves from mankind.  There are several vampiric clans, which are 
sort of extended families, or vampiric "races".  The Kindred (as 
vampires call themselves) live in a rigidly hierarchical society, with 
elder vampires of more powerful blood ruling over younger and weaker 
vampires.  Players take on the role of a vampire, seeking to survive and 
advance themselves within their secret world.
 
 
 
3.1)  What are the names of the Antediluvians for each clan?
 
This seems to be the most common question about the vampire game.  The 
information given in the various supplements about Antediluvians is 
scanty and speculative, so all of the following might be incorrect.  
References are given in brackets [].  The notation (m) is added for 
males, (f) for females.
 
1st Generation
   Caine (m) [Vampire: the Masquerade, 2nd Ed, p. 13]
 
2nd Generation [Book of Nod, p. 49]
   Enosh/Enoch (m)
   Zillah (f)
   Irad (m)
 
3rd Generation, the Antediluvians, by clan
   Brujah: Troile (m?) [Clanbook: Brujah]
   Gangrel: Ennoia (f) [Clanbook: Gangrel, p. 11]
   Malkavian: Malkav (m?) [Clanbook: Malkavian]
   Nosferatu: Absimiliard (m) [A World of Darkness, p. 57]
   Toreador: Arikel (f) [Clanbook: Toreador, p. 12]
   Tremere: Tremere (m) [Clanbook: Tremere, p. 15]
   Ventrue: Veddartha (m?) [A World of Darkness, p. 32]
   Assamites: Haqim (m) [Clanbook: Assamites, p. 13]
   Giovanni: Augustus Giovanni (m) [Vampire Players Guide p. 124]
   Ravnos: Ravnos (f?) [best guess]
   Setites: Set/Sutekh (m) [Vampire Players Guide, p.122]
   Lasombra: Lasombra (m) [Children of the Inquisition, p. 39]
   Tzimisce: Tzimisce (m) [Children of the Inquisition, p. 44]
 
Diabolized Antediluvians
   Salubri: Saulot (m), diab. by Tremere [Vampire Players Guide, p. 128]
   Cappadocians: Cappadocius, diab. by Giovanni [The Last Supper, p. 7]
   True Brujah: Brujah, diab. by Troile [Clanbook: Brujah]
   It generally believed that Lasombra has been diabolized by an unknown 
Anarch, and it is possible Veddartha has been diabolized as well.
 
Other Names given for Antediluvians
   Lucian and Mekhet [Vampire the Masquerade, p. 52]
   Loz (m), Ninmug, Nergal (f), and Aralu [Dirty Secrets of the Black 
Hand, p. 95]
 
 
 
3.2)  How do Caitiff, the clanless vampires, come to be?
 
There are two primary opinions on how Caitiff come to be.  The first is 
that Caitiff have thin blood, not strong enough to carry the powers or 
weakness of a vampire's clan.  This means that all Caitiff should be of 
a high generation.  The second assumes that most clan weaknesses and 
powers are learned traits.  Caitiff are created when a vampire is not 
properly initiated into a clan, and never learns the clan's ways.  Under 
this interpretation, Caitiff can be of any generation.  This works fine 
for clans with more "social" weaknesses (Brujah, Toreador, Tremere) but 
doesn't make as much sense for clans with more "physical" weaknesses 
(Malkavian, Gangrel and especially Nosferatu).
 
Very likely, both methods work.  Another method for deliberately 
creating Caitiff is to have multiple sires for the new vampire.  That 
is, when a the new vampire is embraced, rather than feeding her the 
blood of a single vampire one feeds her the blood of several vampires of 
different clans, mixed together.  This happened a great deal in the 
early days of Sabbat, until their laws changed to compensate for it.
 
 
 
                     Section 4: Werewolf Questions
                     -----------------------------
 
4.0)  What is Werewolf: the Apocalypse about?
 
Werewolves are a dying race, locked in an eternal battle against a 
powerful, malevolent being known as the Wyrm.  Werewolves are creatures 
of a dual nature, half-man, half-wolf.  Unlike werewolf legends, the 
Garou (as they call themselves) are born rather than made, into one of 
various werewolf Tribes.  These Tribes have ancient disputes with each 
other, and often fight among themselves as well as against the Wyrm.  
The players take on the roles of werewolves, struggling against both the 
Wyrm and others of their kind.
 
 
 
4.1)  What happens to Werewolves that are born under an eclipse?
 
There is no general consensus on this.  Some answers include: they will 
have an ordinary auspice, they will have no auspice, they will switch 
between various auspices with the changing moon, they will be mentally 
unstable, or they will be a new beacon of hope for the Garou race.  Two 
things to consider, though: a Solar Eclipse is brief (a few minutes), 
and will only occur when the moon is new.  A Lunar Eclipse is longer (a 
couple of hours or so), and will only occur when the moon is full.  All 
in all, this will be a rare event.
 
 
 
                       Section 5: Mage Questions
                       -------------------------
 
5.0)  What is Mage: the Ascension about?
 
Mages are powerful humans that see a deeper truth underlying reality.  
They are "awake", aware of how to alter reality at will through Magick.  
Mages have a long history of meddling in the affairs of mankind, trying 
to shape reality to their liking.  The modern world is under the control 
of the Technocracy, a group of mages that strengthens the power of 
science and attacks other forms of magick.  The players take on the role 
of mages from the Traditions, who practice older styles of magick.  The 
Tradition mages fight to weaken the grip of the Technocracy, and against 
other powerful and mysterious beings that threaten the world.
 
 
 
5.1)  What exactly is Paradox?
 
This is probably the most common topic of debate about mages.  In fact, 
even within the game, mages argue about the nature of paradox.  There 
are several common theories, any or all of which could be correct.
 
a)  Paradox is the manifest will of the human collective unconscious, 
trying to return reality to its natural state.
 
b)  Paradox is a creation of the Technocracy, to protect their dominant 
paradigm from the manipulation of magick.
 
c)  Paradox is a sort of magickal backlash, that happens when reality is 
pushed too hard, and thereby snaps.
 
d)  Paradox is the manifestation of a mage's own self-doubt, his lack of 
faith in his own power.
 
In any case, Paradox is the force that punishes mages for using magick 
that is too obvious and vulgar.
 
 
 
5.2)  If Paradox is supposed to punish obvious magick, why are Paradox 
flaws so flagrantly abnormal?
 
It depends on which theory of Paradox you subscribe to.  The most basic 
explanation is that Paradox flaws are some sort of magickal hiccup in 
reality, and tend to make things even more strange.  As to why Paradox 
doesn't make more Paradox, that's an more difficult question.
 
 
 
5.3)  How do coincidences work?
 
There are two schools of thought on coincidental magick:
 
a)  The Soft School:  The mage only needs magick to create the effect 
itself.  Reality itself takes care of the coincidence.  For example, 
suppose a mage used Entropy to force a bullet to miss him, and defined 
the coincidence to be a whisky flask in his pocket that deflected the 
bullet.  Reality bends under his magick, and a flask "coincidentally" 
will be in his pocket, whether or not he put one there earlier.
 
b)  The Hard School:  In order to manifest a coincidence, all the 
necessary components for the coincidence must already exist, or be 
created by magick.  That is, if a mage has a whisky flask in his pocket 
that deflects a bullet, then he had better (1) actually have a flask or 
(2) use Matter and Prime to create it.
 
Something between the two schools is probably best for a game, letting 
mages fudge things a bit that might not really be there, but preventing 
them from going to extremes.  Killing your target by "coincidentally" 
having a plane crash on them may be going a little too far.
 
 
 
5.4)  Why don't (fill in the blank) get Paradox?
 
Another common subject for debate: why don't Vampires, Werewolves, 
Wraiths, Changelings, etc, get Paradox for using their special powers.  
There are again several different schools of thought:
 
a)  Mankind subconsciously believes in all these different supernatural 
races, so that their magic-seeming powers are thereby "allowed".
 
b)  These races are allied with powerful spiritual beings, that protect 
them from Paradox.
 
c)  These races hide themselves from mankind, making their powers more 
"coincidental".
 
The above are the sort of answers that mages come up with themselves.  
My favorite answer comes from rephrasing the question:  Why is it that 
mages get Paradox, and nobody else does?  Put this way, one simple 
answer presents itself:  True Magick is so powerful that it (and it 
alone) invokes the extreme backlash of Paradox.  To use an analogy, most 
supernatural powers are like opening a bottle with a cork screw.  True 
magick is like opening it with a sledge hammer.  Paradox happens when 
your hammer slips.
 
 
 
                      Section 6: Wraith Questions
                      ---------------------------
 
6.0)  What is Wraith: the Oblivion about?
 
Wraith are ghosts, the spirits of humans that linger on after death.  
They exist in a spirit world called the Shadowlands, near but not quite 
touching the living world.  Wraiths can see and hear everything that 
happens in the living world, but are insubstantial, and can touch 
nothing.  Wraiths live in terror of the power of Oblivion, which seeks 
to suck their souls away to destruction.  Wraiths in the Western world 
exist under the iron fist of the Hierarchy, an ancient and tyrannical 
government built on soul-slavery and devoted to staving off Oblivion.  
Players take on the roles of recently dead wraiths, struggling to 
survive and find meaning in their bleak afterlife.
 
 
 
6.1)  How do wraiths become insubstantial?
 
According to the rules, wraiths become immaterial whenever they are hit 
with something that could damage a normal human.  The wraith merely 
loses a point of Corpus, and object passes through them.  Objects that 
are too light to hurt a normal person (like rain or paper airplanes) 
simply pass through the wraith.  My personal view is that wraiths are 
insubstantial all of the time, but they take a slight amount of damage 
when large object pass through them.  The net effect is the same as the 
original rules, and avoids the question entirely.
 
 
 
                    Section 7: Changeling Questions
                    -------------------------------
 
7.0)  What is Changeling: the Dreaming about?
 
In the late middle ages, the world became increasing hostile to magical 
creatures, including the various Faerie races.  Most Faerie chose to 
leave this world but a few stayed, or were left behind.  To survive in a 
world that no longer wanted them, they took on human form and mingled 
with mankind.  They became partly human, calling themselves Changelings.  
They lived a hand-to-mouth existence for centuries.  Then, in 1969, the 
Sidhe, rulers of Faerie, came back.  Since then, things have gotten more 
active and a lot stranger.  The players take on the roles of 
Changelings, either a Commoner descended from those who stayed behind, 
or one of the Sidhe lords.  The Changelings explore and play in a world 
of secret wonder that only they can see.
 
 
 
7.1)  How do Changelings age?
 
Changelings consist of two joined parts, their human seeming and their 
Faerie Kith.  Their human seeming ages like any ordinary person, while 
their Faerie Kith is immortal.  Eventually, their human body dies, but 
many Changelings believe their Kith reincarnates, coming back to a new 
human body and a new life.
 
 
 
*7.2)  What do the Levels on Bunk cards mean?
 
There are two sets of dots on Bunk cards: one set before the description 
and another set after.  The first set of dots is the Level of the Bunk, 
and the second set of dots is the number of successes you get if the 
Bunk is completed properly.  The Level of the Bunk determines which 
bunks you can have in your Bunk deck.  You are allowed to take one Bunk 
of each level for each dot in the Arts you have.  That is, if you have 
Chicanery 3, you can take three Chicanery Bunks, one of Level 1, one of 
Level 2 and one of Level 3.  After Bunks are chosen, the Level no longer 
has any effect.
 
Some people use looser rules for choosing Bunks.  For example, you might 
allow someone with Chicanery 3 to have 3 Bunks, each of any level up to, 
but not exceeding 3.  Whatever works for you.
 
 
 
                    Section 8:  Crossover Questions
                    -------------------------------
 
8.0)  How can I use the games together?
 
Despite the fact that the various games are nominally in the same world, 
they contain numerous small contradictions between them.  Each game has 
elaborate cosmology which is not completely compatible with the other 
games.  Many people feel that by combining the games, you lose a lot of 
the coherence and power of the individual settings.  Others feel that 
crossover games add variety and excitement.  Going by the Golden Rule, 
do what you like.  If you combine the different games, be prepared to 
make numerous small rulings to handle the problems that arise.
 
 
 
8.1)  Can I have a vampire/mage, wraith/changeling, etc?
 
In general, the various supernatural races are not compatible.  A mage 
must be human, and cannot be a vampire, werewolf, wraith or changeling.  
A supernatural creature that dies might become a wraith, but even if 
they do, they would lose all their special powers.  Changelings are a 
special race, completely separate from the race of Werewolves.
 
The one exception is that Vampire-Werewolves are possible.  Such 
creatures are called Abominations, and are detailed in Under a Blood Red 
Moon.  They are very rare, as most werewolves that are embraced simply 
die.  The werewolf must botch a gnosis roll to suffer the ignominious 
fate of becoming a vampire.  They are definitely not recommended as 
player characters.
 
 
 
8.2)  What sort of crossover creatures can I have?
 
Most of the various supernatural races have lesser "companion" groups: 
ghouls, kinfolk, acolytes and kinain.  These secondary supernaturals can 
crossover, for the most part.  Thus, you can have a ghouled mage, or a 
werewolf with Faerie blood.  Such creatures are rare, but possible, and 
certainly viable as player characters.  Most of the Players Guides have 
Merits and Flaws to cover these sorts of situations.
 
 
 
                      Section 9: Rules Questions
                      --------------------------
 
9.0)  What is the Storyteller rule system?
 
The Storyteller rules are a general system for resolving actions that is 
used by all the different games in the World of Darkness.  Most of these 
rules, including the rules for combat, are the same for each game.  It 
is possible to ask questions about just the basic Storyteller rules 
apart from the individual games.
 
 
 
*9.1)  I have heard that GURPS rules exist for the World of Darkness.  
Is this true?
 
Steve Jackson games put out supplements for Vampire, Werewolf and Mage 
using the GURPS rules.  Many people here are fans of those rules instead 
of the Storyteller system.  As both sets of rules use the same World of 
Darkness setting, it is possible to have discussions on non-rules 
related questions that apply equally to the White Wolf and Steve Jackson 
Games versions.  If you have a more rules specific question about the 
GURPS versions, you might try asking over in rec.games.frp.gurps.
 
 
 
9.2)  How does splitting dice pools work?
 
Splitting your dice pool allows you to do two (or more) things using 
only a single action.  For example, suppose you wanted to shoot somebody 
and then dodge out of the way of the return fire.  To do both of these 
in the same turn, you would need to split your dice pool.
 
Your dice pool is the least amount of dice you would have from each of 
your individual actions.  If you got 7 dice to shoot and 6 dice for 
dodging, your dice pool before splitting is only 6 dice.  Split your 
dice however you want between the different things you want to do.  You 
could devote 2 dice to shooting and 4 to dodging, or split it 3 and 3 or 
whatever.
 
 
 
              Section 10: Live Action Role Playing (LARPS)
              --------------------------------------------
 
10.0)  What is Live Action Role Playing?
 
Live Action Role Playing (LARP) is a cross between regular roleplaying 
games and improvisational theater.  Rather than sitting around a table 
and talking about what your characters does, you walk around and act it 
out.  You take on the role of your character the same way an actor does.  
LARPs can be rather large affairs, involving hundred of people.
 
 
 
10.1)  Do LARP versions of the Storyteller games exist?
 
White Wolf has published Live Action versions of both Vampire and 
Werewolf, using the Minds Eye Theater rules system.  Live Action Vampire 
is very popular, and many people run games in different place across the 
world.
 
 
 
*10.2)  Where else can I find discussion of LARPs?
 
The newsgroup rec.games.frp.live-action has discussions on LARPs in 
general.
 
 
 
                  Section 11: Miscellaneous Questions
                  -----------------------------------
 
11.0)  What is this section for?
 
This is a catch all section I've included to cover questions that don't 
fall into the above categories.
 
 
 
*11.1)  What are Mummy, Hunters Hunted, the Year of the Hunter and Gypsy 
About?
 
Each of these supplements are secondary "games" set within the World of 
Darkness.  Each supplement focuses on a small group within the larger 
World of Darkness, generally less powerful than the creatures in the 
main games (with the exception of Mummy).  Unlike the main games, the 
supplements do not have all the rules needed for play, so you need at 
least one of the main rule books to use these supplements.
 
a)  Hunter's Hunted:  The original game for playing a Vampire Hunter.  
It is now out of print, but see Year of the Hunter below.
 
b)  Mummy:  Play one of the very few Mummies left in the world.  Mummies 
alternate between living and dying, and have power equal to (or greater 
than!) Vampires.  Many are locked in an ancient war against Set.
 
c)  Gypsy:  A supplement for playing one of the Rom, or Gypsies.  The 
Rom have many unusual talents and abilities.
 
d) Year of the Hunter:  In 1995, White Wolf republished the material in 
the Hunter's Hunted by creating a series of "Hunter" supplements for all 
five of the main games.  They are:
 
The Inquisition - Religious hunters of Kindred.
 
Project Twilight - Government organizations seeking Garou, Vampires and 
other supernatural creatures.
 
Halls of the Arcanum - A scholarly society with secrets.  The Arcanum 
seeks to learn all they can about supernatural creatures.
 
The Quick and the Dead - Religious and Occult groups that interact with 
Wraiths.
 
The Autumn People - Hunters of Changelings.  This book is planned for 
production, and should be released in the next couple of months.
 
 
 
*11.2)  What is Streetfighter?
 
Streetfighter is a roleplaying game published by White Wolf based on the 
popular video game.  Although Streetfighter uses the Storyteller rules 
system, it is not a part of the World of Darkness.  Since this newsgroup 
focuses on discussions of the World of Darkness games, Streetfighter 
doesn't come up all that much.
 
 
 
*11.3)  Where can I get this FAQ?
 
I hope to post this FAQ at least monthly to rec.games.frp.storyteller.  
I'll also have a copy on my web page at:
 
http://www.math.unc.edu/Grads/pfstrack/wwfaq.html
 
 
 
Special Thanks:
   Stacey Lawless for editing the early drafts and being all around 
wonderful
   Abe Dashiel for letting me reference his www site
   Dierd're for writing the original FAQ's, and then sending them to me
   Rick Jones for the Coming Attractions FAQ
   Erik Robbins for given me a reference for Augustus Giovanni
   Geoffrey Brent for telling me how long lunar eclipses are
   Eddie Maise for giving me pointers to rec.games.frp.live-action
   John Thompson for giving me a write-up of the secondary World of 
Darkness games
   Torsten Beck for giving me some www links and general commentary
   Erik for giving me MUSH references
   Chris Davies suggesting I talk about the new World of Darkness "races" 
on the net, and giving me some references
   Allan T. Grohe, Jr for giving me a reference to the old FAQ

-- 
~~~~~~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Paul Strack            |  Madness takes its toll.
[p f strack] at [email.unc.edu] |  Please have exact change.