The only reason to have rules in a game, especially a storytelling game like WoD, is to more or less level the playing field. The Storyteller can adjudicate most things in her WoD game, deciding on her own whether or not the characters accomplish the actions they attempt. But truly unbiased rulings need some sort of standard or precedent, just so everybody knows that everyone's getting the same treatment.

Hence, rules.

WoD uses only a few basic rules to get things done, but these rules can have countless permutations in the context of the game. This chapter covers the very basics, such as rolling dice; more specific, detail-oriented rules can be found throughout the book. Don't worry about mastering all the permutations at once - learn these basic rules first, and then everything else will come naturally.

Time

Actions

Dice Rolling

Roll Examples

Game Terms

The Golden Rule

This is the most important rule of all, and the only real rule worth following: There are no rules. This game should be whatever you want it to be, whether that's a nearly diceless chronicle of in-character socialization or a long-mnning tactical campaign with each player controlling a small coterie of vampires. If the rules in this book interfere with your enjoyment of the game, change them. The world is far too big - it can't be reflected accurately in any set of inflexible rules. Think of this book as a collection of guidelines, suggested but not mandatory ways of capturing the World of Darkness in the format of a game. You're the arbiter of what works best in your game, and you're free to use, alter, abuse or ignore these rules at your leisure.

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