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.