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MET Dark Epics
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REDITS
Authors: Wade Jones (Nuts and Bolts), Steve McDonald (Plots), Randy Ochs
(Nuts and Bolts), Duncan Wyley (Introduction, Logistics)
Previously Published Material has appeared in Laws of the Night, Oblivion and
Laws of the Wild .
Development: Carl Bowen
Editing: Jasmine Milberger
Art Direction: Aaron Voss
Interior Art: Laura Robles
Front and Back Cover Design: Colleen Denney
Layout and Typesetting: Colleen Denney
S PECIAL
TTO :
Steve Balfour for admitting that he had nothing more to say before it was too late
T T HANKS
HANKS TO
TTO
© 2001 White Wolf Publishing, Inc. All
rights reserved. Reproduction without the
written permission of the publisher is ex-
pressly forbidden, except for the purposes
of reviews, and for blank character sheets,
which may be reproduced for personal use
only. White Wolf, Vampire, Vampire the
Masquerade, Vampire the Dark Ages, Mage the Ascension, Hunter the
Reckoning, World of Darkness and Aberrant are registered trademarks
of White Wolf Publishing, Inc. All rights reserved. Werewolf the
Apocalypse, Wraith the Oblivion, Changeling the Dreaming, Werewolf
the Wild West, Mage the Sorcerers Crusade, Wraith the Great War,
Trinity, Mind’s Eye Theatre Dark Epics and Laws of the Night, The
Shining Host, Laws of the Wild, Laws of the Night Sabbat Guide, Laws
of the Night Camarilla Guide, Time of Thin Blood and Oblivion are
trademarks of White Wolf Publishing, Inc. All rights reserved. All
characters, names, places and text herein are copyrighted by White
Wolf Publishing, Inc.
The mention of or reference to any company or product in these pages
is not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters and themes.
All mystical and supernatural elements are fiction and intended for
entertainment purposes only. This book contains mature content. Reader
discretion is advised.
For a free White Wolf catalog call 1-800-454-WOLF.
Check out White Wolf online at
http://www.white-wolf.com; alt.games.whitewolf and rec.games.frp.storyteller
PRINTED IN THE UNITED STATES
C REDITS
REDITS
T T
PECIAL T
PECIAL
HANKS
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C ONTENTS
ONTENTS
HAPTER O
O O NE
NNE : I
: I NTRODUCTION
NTRODUCTION
4
HAPTER T
T T WO
WWO : L
: L OGISTICS
OGISTICS
118
C HAPTER
T T HREE
HREE : N
: N
: N UTS
UTS AND
AND B
B B OLTS
OLTS
4 42
C HAPTER
F F OUR
OUR : P
: P LOTS
LOTS
102
O O
C HAPTER
: I
HAPTER
NNE
C HAPTER
T T
: L
18
HAPTER
WWO
T T
B B
HAPTER T
42
AND
HAPTER
HREE
UTS
AND
OLTS
HAPTER F
F F
: P
HAPTER
OUR
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Dark Epics
4
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C HAPTER O NE :
CALE
When you’re sitting at home with your friends playing Vampire: The Masquer-
ade , or any other tabletop game, the assembled group consists of your Storyteller and
about half-a-dozen players, including yourself. Your characters interact with numerous
Storyteller characters throughout the course of the game, all of whom are filtered
through the imagination and portrayal of the Storyteller.
When you step into a live-action roleplaying game, however, everything
changes. In a tabletop chronicle, your Storyteller represents all the roles that you
encounter, be they pivotal to the story or not. Now, it’s possible that of the dozens
of people milling about the venue, any could be a Storyteller character, could be vital
to your character’s plot, could be irrelevant, could be… anything. Real one-to-one
numbers represent the creatures of the setting, at least insofar as any given scene is
concerned. You’re now face-to-face with the situation, and you no longer have a
central single person presenting the worldview to you.
We all prefer different styles of gaming. Some prefer one-shot games involving
immediate plots and resolutions. Some of us prefer smaller, more personal chronicles
that focus on the characters and their internal issues and in which the external
politics are merely a background to the central characters’ lives. Smaller games allow
for more personal interaction between Storytellers, players, plots and the rules. If
your chronicle consists of seven players and one Storyteller, it can be run like a
tabletop game, describing the reactions of the World of Darkness and helping
everyone through the challenges they perform. The feel is personal, the plots can be
grand and world-changing, and the mechanics of the rules can be governed by the
consensus of the players. In a game of this size, the Storyteller has a good idea of what
each character is doing, and he can work on character development, personal horror
and intriguing plot twists from each character’s past.
S S CALE
CALE
Introduction
5
I NTRODUCTION
S S
A S
ENSE OF
OOF S
A S ENSE
O OF
ENSE
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