NOTE: This entire frequently Asked Question's section has been shamelessly ripped from another site; where the owner’s are friends, and likewise understand we too think unfortunately all-too-much alike. Hence all credit for this fabulous piece of work belongs solely to they; or she rather, Dragon Lady. Thank you again woman, for the use of your words! We assure you though who are reading, it won’t be the last time we do it.

Can players run their own storylines?
Yes! That's the whole point. See our Rules section for the procedural requirements.


How can I get involved in a storyline?
By contacting the storyteller running it. Posting an interest in the appropriate forum; jumping into play and greedily seeking it! There are many possibilities.


How many characters can I have?

As many as your heart desires. Abusing freedom is always in poor taste. Also, please remember decency; multi-tasking or multi-charactering too much is sometime considered rude if other parties must wait half an hour for you to return a post. Let’s not be rude.


Can I bring a character from another site?

Characters from other sites are allowed, but they must conform to our creation rules, and must still go through the approval process.


Do I have to own the books to play? Or understand them?

No. If you don't have a book we encourage you to buy one as a reference, but it’s not mandatory. Nor do you need to understand the book -- some are damn confusing. Talk to the owners, and your fellow players, and we will try to teach you through role-play how a system works. As well, some of us have access to PDF's and might be willing to share!


Where's the challenge here? Dice place an element of work.

Bullshit. Dice are devices of random chance. There is no challenge in rolling a 1 or a 10. The laws of probability do all the work. The challenge is in writing an insightful individual, and placing it in compelling and entertaining interaction with other characters. So if you dice a scene and your character lives, did you win? No, you got lucky. In the same situation, your character dies. Did you lose? No, you were unlucky. However, in both situations, you lost. You lost valuable time when you could have been doing something productive. Letting dice run the major elements of a story is like letting a thousand monkeys hammer on a keyboard and hoping for a Pulitzer. (Comments from the peanut gallery: Hey! It's happened! You ever try to read some of those books?)


But I want to match wits with an opponent and WIN!
So play chess. Seriously, there is much to be said about a game of strategy between friends, and it can be very rewarding. However, role-play is not suited for 'winning' or 'losing'. In fact, the very system of dice used by White Wolf is incredibly ILL-suited for strategy. It doesn't hold up to the scrutiny of a well thought-out game design. You know why? Because it isn't supposed to. The entire (REAL) reason people yell 'twink' so much regarding gaming seems lost on most. The real definition of a twink is someone who comes to a role-playing session with the intention of 'winning'. Anyone who does this will, of course, win (as much as their feeble grasp of what they are doing will lead them to believe, anyway). The reason is that true role-players are not building characters with dot-advantages in mind. The dots will be arranged to reflect the personality of that character, and not to rack up kills, or be the best at gathering influence. Still, we do leave the option to use dice on the site, even if we don't condone it as a substitute for character interaction. Dice can occasionally be fun if the inherent pitfalls listed above are kept in mind. As with all things, we try to give an atmosphere of freedom to play. So if dice float your boat, then by all means play on. (To further expound on this, if two or more players agree to a manner of interaction that is not supported by the owners, then that's fine, too. Just remember the Golden Rule about who has final authority over characters.


Well, if it's not one single story, how does my story affect the next?
As much or as little as people want. In a perfect world, all the stories on the site would mesh together seamlessly as mercury and as elegant as synchronized swimmers. In reality, certain types will gravitate to one another, and while we share the same setting, we won't necessarily share the same role-play companions. This doesn't mean we don't want new people. On the contrary, one of our main motives for creating Trinity was the opportunity to meet and interact with new blood. We just recognize the undeniable fact that our styles won't always mesh. The good part is that those we don't mesh with may find others of their liking to play with.


You say in player storytelling, anything that doesn't change the overall setting is okay. What's the line on changing the setting?

Basically, you can run whatever storylines you want, provided they don't force a change on anyone else's perception of the setting. Most obviously, no destruction of named NPC's or buildings. However, if you want an NPC to send your pack on a quest, that's fine. If you want to blow up an unimportant house in the suburbs, that's okay (just keep in mind the likely consequences that could befall your character). If you want to send a team of fomori up against your werewolf pack, no problem. However, if you want to kill every important figure in Werewolf and declare yourself Supreme Overlord of DOOM, no go. If you always keep in mind the Rule of Consent, that’s what happens in one storyline can be ignored by other players, you'll always have a pretty good guide about what's feasible and what's not.
For instance, it doesn't stretch plausibility to ignore a house fire across town, or a few fomor fodder that had their asses handed to them by a Shifter PC. On the flip side, it's a little ridiculous to try and ignore a university that's turned into a crater, or that Fort Worth has been hit with a nuclear warhead. Spare the setting, does it well, and eventually you may get to mangle it with us.