                        World of Darkness
                   Frequently Asked Questions
 
                               Or
 
           Nearly Everything You Wanted To Know About
                      The World of Darkness
 
                               By
           Nearly everyone on the vampire-l and mage-l
                     lists - their comments
             find their way into random places here
           I'm too lazy to list all their names, but 
            contributions are credited when and where
                           they occur
 
                           Compiled by
                        Deird'Re Brooks,
                           FAQ Drudge
 
     This FAQ is divided into 10 sections and 5 files with a
section covering each of the following topics:
 
Part 1:
I.        Administration of the Mailing List
 
Part 2:
II.       The Storyteller games and the World of Darkness
III.      The Camarilla Vampire Fan Association
IV.       Cosmology
 
Part 3:
V.        Crossing between Games
VI.       Clans, Bloodlines, Tribes, Traditions
VII.      General Background Questions
 
Part 4:
VIII.     Product List for Storyteller
IX.       Errata, Rules Questions
 
Part 5:
X.        Ideas for Atmosphere - Music, Lighting, etc
 
Direct any additions, clarifications, complaints, flames, 
suggestions or questions to:
 
                         deirdre@efn.org
                       or if that bounces:
             deirdre%efn.org@skinner.cs.uoregon.edu
 
Trademarks:  R. Talsorian Games, Night City and Cyberpunk
2.0.2.0. are Trademarks of R. Talsorian Games.
Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The
Ascension, Kindred, Garou, Quintessence, Golconda, all Clans,
Bloodlines, Tribes, Traditions, Disciplines, Gifts, Spheres,
Paradox, White Wolf, White Wolf Magazine, White Wolf Game Studio,
White Wolf Public Relations, World of Darkness, Wraith,
Changeling, Umbra, Gaia, the Triat, Weaver, Wyld, Wyrm, Gnosis,
Paths of Enlightenment, Abominations, Samuel Haight, Gaia, The
Camarilla, the Technocracy, Nephandi, Marauders, all Conventions
and anything else I forgot that is mentioned in this FAQ are
Trademarks of White Wolf Game Studio.
 
     Any resemblances between people living or dead and
characters mentioned in this FAQ are purely coincidental, except
for the section on historical people turned vampire.
 
Note:  In the cases of rules, background and other
interpretational questions, they are the opinions of various
people on the list, myself included, unless stated to be a
proclamation of White Wolf Game Studio.
 
 
I.  Administration of the Mailing List
--------------------------------------
What mailing lists relate to the World of Darkness?
 
     Currently, there are two.  Vampire-l deals with the World of
Darkness in general.  Mage-l deals specifically with Mage.  There
is also a list for the Camarilla fan club, but that is mentioned
farther down.  It will have its own FAQ soon.  
 
What is the List address?
 
     vampire-l@wizards.com
 
How do I subscribe to the list?
 
     Send e-mail to listserv@wizards.com, with a blank subject
line.
     Text should be: sub vampire-l <your name>
 
     Address is not important, the list server software can
obtain that from your headers.  The name is simply whom you'll be
listed as in the list of subscribers.
 
How do I unsubscribe from the list?
 
     Again, send a message to listserv@wizards.com with a blank
subject.
     Text should be: unsub vampire-l
 
     Name is not important for the reasons given above.
 
     I have been told by some few that unsign vampire-l works
also.
 
Why don't I see my own messages?
     After subscribing, the default for the list is to *not* send
you the mail you post to the list.  To solve this problem, send
mail to listserv@wizards.com with the following text:
 
     set vampire-l mail ack
 
Mail volume is overwhelming, but I don't want to unsubscribe.
 
     An option is to activate Digesting.  This sends 40-50k
messages consisting of the several posts with some of the headers
stripped out. Send mail to listserv@wizards.com with the
following text:
 
     set vampire-l mail digest
 
     Note that you can replace vampire-l with mage-l anywhere in
these instructions to subscribe to the Mage mailing list.
 
 
Are there any other Usenet discussion areas on this topic?
 
     Yes, alt.games.whitewolf, which doesn't seem to have much
traffic at the moment.  Probably because we're all flooding the
mailing lists instead.  ;-)
 
Where are the Archives kept and how do I access them?
 
Message 173/173  From Shannon D. Appel              Oct 14, 93
To: deirdre@efn.org (Deird'Re Brooks)
Date: Thu, 14 Oct 1993 12:57:32 -0700
 
 
All you need to do is connect up to soda.berkeley.edu,
 
        cd /pub/storyteller
 
and do an 'ls'.  At the bottom of this letter, I've included my
top level README from the directory, which should provide you
with a listing of everything in the archive.
 
FTP just has a few simple commands: 'cd' to change directory,
'ls' to list the current directory, 'get' to get a file.
 
 
These are the archives of the VAMPIRE mailing list.  Send any
questions to
 
     appel@erzo.berkeley.edu.
 
Contents:
 
archives          ; a compilation of everything posted to the
                  ; VAMPIRE list
bynight           ; includes Paris By Night, a campaign setting
                  ; for WoD
camarilla         ; information on The Camarilla
character-sheets  ; character sheets for VAMPIRE
fiction           ; logs of chronicles written by people on the
                  ; list
mage              ; some fun items for MAGEs in the WoD
pictures          ; scans from the VAMPIRE and MAGE books
probabilities     ; postscript plots for the dice of VAMPIRE
programs          ; includes a filemaker pro db for VAMPIRE
rules             ; Anne Rice and Highlanger rule variants for
                  ; vampire
uploads           ; where to put the stuff you upload to this
                  ; site
                  ; be sure to let me know when you do so
vampire           ; clans and other info specific to VAMPIRE
werewolf          ; tribes and other info specific to VAMPIRE
 
Note that the majority of the files are in compressed format
(denoted by a .Z at the end of the filename).  You should make
sure that you type 'binary' at your FTP prompt before downloading
any of these files.  Once you have downloaded the file, you
should be able to type 'uncompress filename.Z' on your local
system.  If you do not have access to uncompress, you can type:
 
        get filename
 
rather than:
 
        get filename.Z
 
at the FTP prompt to have soda automagically uncompress the file
for you.
 
<Another note:  There is another archive at the University of
Washington, but I don't have the info.  If some kind soul could
send it . . .>
 
Some words of advice from Beth Bartley -
I recognize that we've got a volume problem, but I don't think
that splitting the list is a good solution; there are too
volume-heighteners that won't change, and there are too many of
us who would be subscribed to multiple lists and get crossover
hassles and more administrivia sent to the list addresses. 
Instead, I think we should adopt some volume-reduction
techniques:
 
(1)  The only one that a beleagered recipient can do on his own,
     mail listserv with 'set vampire-l mail digest' to get digest
     format.
 
(2)  Please, people, don't send unsubscription directions to the
     list as a separate post.  Include them in a .sig or somesuch
     if you think it will help (I'm giving it a try), and send
     mail to the twit directly (preferably LENGTHY mail. :-/  )
(3)  Please, *please*, everyone remember to send all
     administration requests to LISTSERV@wizards.com.  If that
     fails, you can reach a human at POSTMASTER@wizards.com.
 
<FAQ Drudge note:  You can also reach the Network Secretary if
you have problems.  That is netsec@wizards.com>
 
(4)  People have asked us to preface the messages with VAMP,
     WERE, or MAGE.  I suggest META for discussing the list
     itself, VAMP, WERE and MAGE (and maybe MUMMY) for discussing
     the appropriate systems, VAMPWERE, etc. for crossovers, WoD
     for general background material, and RULES for general rules
     material.
 
(5)  PLeaSe remember that 'reply' sends to the the list as a
     whole, and send e-mail personal mail to directly to the
     'from' address.  And if a few of the more frequent posters
     would be so kind as to include something like this .sig at
     the end of their letters....
 
 5a: At least until the volume's settled down, ask yourself if
     the letter you're about to send needs to go to the list;
     will personal mail to the sender do?
 
 5b: Everyone, please include your e-mail address at the end of
     your letters.
 
If we work together, I think we can reduce the volume, in spite
of the broken reply function and the twits who send their
administrivia here instead of the listserver.
-----
Something cool was posted to the list, and I want to get it. 
What do I do?
 
     First thing, you can generally find the files at
soda.berkeley.edu archives as mentioned somewhere else in this
FAQ.  If you _do not_ have FTP access of _any_ sort, send e-mail
to incessant archivers (myself, Elizabeth Bartley, goddess knows
who else).  One of us may have the item you're looking for, and
it will save the list recurrent spates of "Could someone re-post
<insert name of clan/tradition/new rule variant>? I missed it and
would love to see it."


II.  The Storyteller games and the World of Darkness
----------------------------------------------------
 
What is the Storyteller System?
 
     It is a series of Role Playing Games that stresses role
playing over rule playing, character and plot development over
dice rolling.  There are 3 published games using the system, and
two more in the works.  In addition, there is a Storyteller Game
being produced by cooperative effort between White Wolf and
Mayfair games.  Mayfair will be publishing it and it will be
called D.O.A.  It will not be set in the World of Darkness.
 
What is the World of Darkness?
 
     It is the Gothic-Punk world that is a twisted, dark
reflection of our own.  Every problem we have now is a little
worse there.  As it says in Vampire: The Masquerade, 2nd Edition:
 
     "The world of Vampire is not our world - at least not quite.
It is a Gothic-Punk vision of our world, a place of extremes -
monolithic, majestic and altogether twisted.  The government is
corrupt, the culture is bankrupt, and the decadent mortals revel
in the flames of the final days.  It is a world where the forces
of evil and entropy are even more powerful than they are in our
world.  It is a world of darkness."
 
A brief description of the Storyteller Games:
 
Vampire, A Storytelling Game of Personal Horror - 
"Oh my God I'm a Monster!"
 
     In Vampire, you are a bloodsucking creature of the night. 
You are forced to `live' with the fact that to survive you must
drink the blood of others.  You must not give in to the Beast
which lives within you, for if you do, your soul is that much
closer to insanity and bestiality.  But to avoid giving in fully,
you must give in a little at a time.  Such is the Riddle of
Kindred unlife: "A Beast I am, lest a Beast I become."
     You cannot tell the canaille - the mortals - of your kind,
for they would band together and destroy you and yours.
     There are other ways, however.  You can join the Sabbat, who
follow Paths of Enlightenment which allows them to give in to
their Beast without losing their minds.  Or you can follow the
long, treacherous road to Golconda, which balances the Beast with
your humanity.
     On top of all this, the other Kindred are engaged in an
eternal war of intrigue, deception, and sometimes even outright
conflict.  This is the Jyhad, and nearly all Kindred, except the
enigmatic Inconnu, are involved.  Some as manipulators, some as
pawns.  Many are both, unfortunately.
     But all this scheming and manipulating will be at an end
soon for the Gehenna is near, when the Antediluvian founders of
the Clans arise to slake their thirst with the only blood they
find nutritious - Kindred Vitae.
 
Werewolf, A Storytelling Game of Savage Horror -
"Oh my God, I'm a Monster, and Gaia is dying!"
 
     In Werewolf, you are a Garou, one of the Changing Breed. 
You are Gaia's immune system, trying to fight off the diabolical
and corrupting influence of the Wyrm before it brings creation to
a stagnant, corrupt Apocalypse.  Many will die in the fight, and
even the fight itself seems hopeless, but you must continue to
Rage, to fight the Wyrm's minions, or the Apocalypse will be far
worse than you can imagine.
     The armies of the Wyrm are legion.  As if they were not
enough, part of the reason for the ascendance of the Wyrm, the
cities, spawned by the Weaver and built by humans, are still
expanding, the choking pollution spreading outward like pus from
an infected wound.
     There are many puppets of the Wyrm to fight - the Vampires
who are at least partly responsible for the cities.  There is
Pentex, that unimaginably huge corporation dedicated to raping
Gaia until she has nothing left to give.
     You do not have as much to fear about the Homids discovering
you, though.  Your presence is protected by the Veil, which sends
them running away in fear, leaves them frozen in panic and causes
them to forget they saw you.  But the reasons for this is one of
the monumental crimes of Garou history - the Impergium.  For a
time, the Garou limited human population by violence, thus
causing humans to group together in cities for strength.  In
fact, the Impergium caused humans to continue grouping in ever
larger numbers, building more and larger cities, allowing the
Weaver to gain more strength.
     Eventually the Wyrm could not balance the Weaver's
constructs and was woven into the pattern web,eventually losing
its sanity.
     Now the Wyrm is helping the Weaver destroy the Wyld.  You
are the defenders of the Wyld, the protectors of Gaia.  You must
do all you can to stop or forestall the Apocalypse, both in the
physical world most people believe is the sum of reality, and the
Tellurian, the spirit plane also known as the Umbra.
 
Mage, The Storytelling Game of Modern Magic
"Don't let the _other_ guy Immanentize the Eschaton."
 
     In Mage, you are one of the Awakened, a person who can alter
reality with but a thought, and probably a wave of your
wand/sword/ohmmeter.  You are a member of one of the Traditions
dedicated to gaining Ascension, either for yourself, your
Tradition, or even all of Humanity.  Yes, you can throw fireballs
and lightning bolts as the Mages of Legend have done, but the
forces of Paradox keep you from doing it often, if at all. 
Paradox is what keeps reality in line with what the Sleepers
believe it is, and most Sleepers do not possess an active belief
in Magick.  So you must often disguise your Magick in ways that
can be explained away, thus Static or Coincidental Magick, which
rarely attracts Paradox.  Another reason for this is the
Technocracy.
     The Technocracy and its Conventions have, over the last
several centuries, enforced the dogmatic scientific viewpoint
upon reality, thus causing the Paradigm to shift from the Mythic
Age of Medieval times to the Scientific Age that exists now. 
They fear that which comes from the Umbra and wish to block the
Spirit Plane from the physical world.  Their form of Ascension
brings everyone to an equal level, whether it be mediocre or
otherwise.  The Technocracy has also enforced a Pogrom against
the Traditions to prevent interference from them.
     There are also the chaotic Marauders who desire a return to
the Mythic Age, without regard to the consequences.  And the
Nephandi, who wish to achieve Ascension via Infernal means. 
Along with the Conventions, these groups are the Traditions'
greatest foes.
 
Wraith, The Storytelling Game of Death and Damnation -
"Oh my God, I'm dead!"
 
     This installment is scheduled for release August, 1994.  
     It seems that this one will be about playing ghosts,
wraiths, spectres, shades, spirits and other beings no longer
among the living, without so much as a body to their name.
     Mark Rein*Hagen's stated intent is to write a game that will
make you so uncomfortable you will only play it once.
     Sam Chupp tells us it is scary(!) and that it gives him
Nightmares.
 
Changeling
"Oh my god, I'm not human!  Oh my what?  Huh?"
 
     This installment is scheduled for release August, 1995.
     I believe that you are intended to become one of those lucky
few known as Changelings - You were born human and raised by
Faerie or you were born Faerie and raised by humans.  Perhaps
something in between.  White Wolf has not said anything about it
as yet.
 
How can I reach White Wolf?
 
     Their address is;
     White Wolf Game Studio
     4598-B, Stonegate Ind. Blvd
     Stone Mtn. GA, 30083
     USA
 
     Public relations can be reached at (404)292-1819, Travis
Williams.  His e-mail address is brujah1@aol.com
 
     Sam Chupp has mentioned that White Wolf will someday be
connected with UUCP, thusly on-line with Internet and every other
e-mail service known to humanity, or very nearly.
 
III. The Camarilla
------------------
 
What is the Camarilla?
 
     It is a fan club for Vampire: The Masquerade.  There is a
fan club for Werewolf forming also, called the Concordiat.  The
Camarilla sponsors Live Action events for Conventions and similar
events.
 
How do I join?
 
     Send a check or money order for $15.00 to:
     The Camarilla
     8314 Greenwood Ave. N.
     Box 2850
     Seattle, WA 98103
 
Is there a Mailing list for the Camarilla?
 
     Yes, there is.  send e-mail to listserv@wizards.com, with a
blank subject line.  Body of text should be: 
 
     sub camarilla-l <your name>
 
 
IV. Cosmology
--------------
 
     There are multiple viewpoints of reality provided in the
Storyteller installments.  These views rarely coincide in a
manner that makes sense in an objective universe.
 
Vampires - They really do not have much of a unified view. 
Several individual Clans and Bloodlines have their own
viewpoints, notably the Malkavians and Ravnos.
     Look for the upcoming Book of Nod (See upcoming products
list toward the end) for more information regarding Vampiric
worldviews.
 
Werewolves - They believe that Earth is personified by a
Celestine named Gaia, and that all things are <supposed to be>
created by the Wyld, formed by the Weaver and balanced by the
Wyrm. 
     Unfortunately, their legends say, the Weaver became
conscious and was driven insane.  In an attempt to stop the
Weaver, the Wyrm was woven into the Pattern Web and also went
insane.  The two of them now try to destroy the Wyld.  This is
reflected in the rise of cities, technology, pollution, nuclear
weapons and the destruction of many animal species, natural
places, and the environment in general.
 
<Note: Joel Sax wrote an interesting alternative to the
'standard' Werewolf Cosmology.  I can't recall what it described,
nor can I find my archive of it.>
 
Mages - Their view is even more complicated.  The Mages believe
that reality is shaped by the beliefs and expectations of the
Sleepers, normal humans.  So whatever is accepted by society as a
whole is true.
     Modern Sleepers accept science and technology, so they are
the dominant forces in the world.  This belief also creates
Paradox Spirits which look for the breaches in reality that
Magick causes and attempts to stop them from occuring, sometimes
killing the Mage outright in doing so. This process creates
Static Reality.
     The Mages can impose their will on the universe for a time,
in the process creating Dynamic Reality, although this attracts
Paradox.
 
V.  Crossing between Games
---------------------------
 
How do Gifts, Disciplines and Magick interact?
 
     A Gift that causes damage is resisted by Fortitude.  A Gift
that involves senses adds the target's level of Obfuscate to the
Difficulty Number.  Auspex is affected by Blur of the Milky Eye. 
A case by case basis cannot really be presented here.
 
Do Disciplines or Gifts provide Countermagick?
 
     No, unless specifically stated in the description of the
ability, only scores in the appropriate Spheres can provide
Countermagick.
 
How do you set up Chronicles and/or Stories with multiple
character types?
 
     Make certain that the characters have a good *reason* to
cooperate, or the Mages will raid the Caerns and dissect the
Vampires, the Vampires will drain the Mages and kill the Rugs,
and the Garou will just kill them all off.  The same goes for
Mummies and other were-types.  There must be a *compelling*
reason for them to cooperate.
     For example, the Ventrue dominated a local representative of
Pentex and discovered something nasty enough to shock *him*.  
Well, he doesn't feel safe taking it to the Prince, because the
Prince wants to ensure Pentex's profit margin, so he takes it to
the local Garou instead.  Meanwhile, it turns out that a Virtual
Adept has been looking at Pentex's systems and has uncovered
something regarding Nephandi and a plot to despoil the Garou's
Caern in the area and naturally, he doesn't want this thing
running around.  
     The Garou are naturally interested, and both the Mage and
the Vampire have information and resources that can be invaluable
in the Story.
 
 
VI.  Clans, Bloodlines, Tribes, and Traditions
---------------------------------------------
 
What are the original Thirteen Clans?
<These are not the Thirteen *current* Clans.>
 
     Assamite, Brujah, Followers of Set, Gangrel, LaSombra,
Malkavian, Nosferatu, Ravnos, Salubri, Toreador, Tzimisce,
Ventrue.
     Of the thirteenth Clan, I'm not certain whether it is the
Baali or the Children of Osiris, as both Clans are mentioned as
having become defunct in the distant past.  And the clan the
Giovanni Diablerized is still a mystery.
    There is also the possibility that the founder of the
Assamites diablerized his way into becoming an Antediluvian.
What are the Werewolf Tribes?
 
     Black Furies, Bone Gnawers, Children of Gaia, Fianna, Get of
Fenris, Glass Walkers, Red Talons, Shadow Lords, Silent Striders,
Silver Fangs, Uktena, Wendigo.
 
Who are the lost Tribes?
 
     The Croatan who were destroyed while fighting the Wyrm, and
the White Howlers who danced the Black Spiral Labyrinth. 
     There is a reference to a Tribe called the Bunyip, but no
information is given on these lost Garou(?)
 
What other types of the Changing Breeds are out there?
 
     Ananasi (Spider), Bastet (Cat), Corax (Raven), Gurahl
(Bear), Mokole (Alligator), Nuwisha (Coyote), Ratkin (Rats),
Rokea (Shark)
     These are all presented in the Werewolf Player's Guide.
 
What are the Traditions?
 
     Akashic Brotherhood, Celestial Chorus, Cult of Ecstasy,
Dreamspeakers, Euthanatos, Hollow Ones, Order of Hermes, Sons of
Ether, Verbena, Virtual Adepts.
 
What are the Conventions?
 
     The Technocracy's version of Traditions.  They are;
     Iteration X, New World Order, The Progenitors, The
Syndicate, Void Engineers.  The Virtual Adepts were nominal
members and the Sons of Ether left several decades ago.
 
What Bloodlines and Clans have appeared in White Wolf products?
Note:  Where a Clan has its own Discipline, it appears next to
the Clan.
 
     Vampire: The Masquerade:
          Brujah
          Gangrel
          Malkavian
          Nosferatu
          Toreador
          Tremere
          Ventrue
 
     Player's Guide, 1st Edition:
          Assamites                Quietus
          Followers of Set         Serpentis
          Giovanni                 Necromancy
          Ravnos                   Chimerstry
          Salubri                  Obeah
 
     Player's Guide, 2nd Edition:
          Above list, plus:
          Daughters of Cacophony   Melpominee
          Samedi                   Thanatosis
 
     Storyteller's Handbook, 1st Edition:
          Baali                    Daimoinen
          Blood Brothers           Sanguinus
          Gargoyles                Visceratika
 
     Player's Guide to the Sabbat:
     (Listed clans are different from Camarilla versions)
          Lasombra                 Obtenebration
          Tzimisce                 Vicissitudes
          City Gangrel Antitribu   Different Discipline mix
          Malkavian Antitribu      Dementation
          Panders                  Organized Caitiff
          Ventrue Antitribu        Different Discipline mix
 
     Storyteller's Handbook to the Sabbat:
          Ahrimanes                Spiritus
          Kiasyd                   Mytherceria
 
     A World of Darkness:
          Gaki                     Rift
 
     Hunter's Hunted:
          Children of Osiris       Bardo
          <More of a Sect, really>
 
     Dark Alliance: Vancouver
          Bushi                    Kai
 
     World of Future Darkness (WW#36)
          Cyberpunks               Technica
 
VII.  General Background Questions
------------------------------------------------------------
The Botch system is broken.  What to do?
 
     Ignore rolled 1s equal to half the dice pool, *then* start
counting.
    Ignore a number of Botches equal to the lowest of the two
Traits used, plus one.  <i.e. if you are rolling Stamina 3 +
Computer 4 to read the list every day, then you ignore the first
4 botches rolled.>
    Decide it isn't broken (perfectly valid!).  By pursuing your
task to the utmost you are opening yourself up to greater
failures when you do make a *bad* mistake.
    A 10 cancels a 1 while remaining a success.
 
Pregnant Vampires
 
    No, blood is not shared between the mother and infant.  This
whole idea is sicksicksick.  Go play Spawn of Fashan or
something. ;-)
 
A brief discussion of Magick:
 
     The magic of the Mummies, the Thaumaturgy of the Tremere,
the hedge magic of Hunters Hunted is all Hedge Magic of varying
degrees and is simply a simplified means of achieving effects
similar to the Magick of Mage.  It might be noted that House
Tremere never used Magick, nor did the remainder of the Order of
Hermes, with the probable exceptions of the founders.  This isnot
to say they weren't potent.  On the contrary, they were quite
powerful.
 
<Note: The preceding information was gleaned from one of Sam
"Ragabash" Chupp's posts.>
 
Which famous people appear in the World of Darkness?
 
<Note: Possible Spoilers in following>
 
 
 
 
 
Message 16/111  From npb41275@sumter.cso.uiuc.edu    Nov 5, 93 
 
Famous People/Characters in White Wolf Products:
 
*Name                              *As
*From                              *Supplement
 
Aine "Black Annis"                 6th Gen. Nosferatu
Scottish Legend                    WoD
 
Anubis                             Mage
Egyptian Legend                    WoD:M
 
Crispus Attucks                    8th Gen. Brujah
Real                               C:B
 
Brunhilde, Valkyrie leader         6th Gen. Gangrel
Norse Legend                       WoD
 
Al Capone                          8th Gen. Ventrue
Real                               CbN1&2
 
Alistair Crowley                   Malkavian
Real                               WoD
 
John Dee                           5th Gen. Tremere
Real                               WoD
 
Ezuli                              Setite
Haitian Legend                     WoD
Helen of Troy, "Helena"            4th Gen. Toreador
Greek Legend                       CbN1&2
 
Isis                               Mage
Egyptian Legend                    WoD:M
 
Robin Leeland                      7th Gen. Brujah
(Robin Hood)                       CB: Brujah, CbN 1&2
 
Louhi                              5th Gen. Malkavian
Finnish Legend                     WoD
 
Meneleus, "Menele"                 4th Gen. Brujah
Greek Legend                       CbN1&2
 
Mictantecle                        4th Gen. Gangrel
Central American Legend            Awakening: Diablerie Mexico
 
 
Mithras                            4th Gen. Ventrue
Persian God                        WoD
 
Osiris                             Vampire
Egyptian Legend                    WoD:M, Hunter's Hunted
 
Louis Pasteur                      13th Gen. Caitiff
Real                               AH
 
Prias                              Ghoul, now deceased
Greek Legend (Priam or Paris?)     CbN1
 
Rasputin                           Malkavian
Real                               C:M
 
Jurgis Rudkus, Elzbieta            Nosferatu (mostly 7th)
The Jungle, Upton Sinclair         CbN1
 
Lambach Ruthven                    Tzimice
Polidori's The Vampire             CotI
 
Set                                3rd Gen. Setite
Egyptian Legend                    WoD:M
 
Subotai                            6th Gen. Nosferatu
Real (Mongol Leader)               WoD
 
Francis Villon                     5th Gen. Toreador
<Historicle reference missing>     WoD
 
Vlad Tepes, "Dracula"              6th Gen. Tzimice
Real                               CotI
 
Thoth                              Unknown
Egyptian Legend                    WoD:M
Erich Weiss, "Harry Houdini"       Tremere
Real                               Ashes to Ashes, Succubus
 
Oscar Wilde                        Toreador
Real                               WoD
 
Baba Yaga                          4th Gen. Nosferatu
Russian Legend                     WoD, CotI
 
NOAH

VIII.  Product List for Storyteller
----------------------------------
FAQ Drudge's Disclaimer:  If a name isn't provided in <fnords> I
wrote the review, so any judgments are my opinions.  If there is
a name in <fnords> above a block of text, it's their opinion, not
mine.  I won't promise that this list is in order of publication.
 
Each product is listed with a brief description of what it
contains.
 
VIIIa.  Vampire: The Masquerade
-------------------------------
 
Vampire: The Masquerade
 
     First or Second Edition.  The basic rules and background of
the game.  The second Edition is a nicely bound Hardcover.  If
you are on this list and do not have this book  - HEATHEN.  Go
buy it.
 
Vampire: Player's Guide
 
     First or Second, again.  Provides some useful expansion on
the Clans, as well as four interesting new Clans and 1 or 3 new
Bloodlines, depending on the Edition.  Again, Second Edition is
Hardcover.  Also provides information for expanding the
Disciplines beyond level 5.
 
Vampire: Storyteller's Handbook
 
     First edition.  Nice hints for running Chronicles and
Stories.  There are some interesting little rulings buried in the
suggestions, too. The sample enemy/ally characters are useful for
a rush job when something happens and the ST needs instant stats.
This book also provides three new Bloodlines and associated
Disciplines.
 
Player's Guide to the Sabbat
 
     If you want to show the weak Camarilla what evil _really_
means, this book is for you.  I feel it is one of the better
products to see the <ahem> light of day.  It describes three new
Disciplines, more Thaumaturgical Paths, new Merits and Flaws, and
two new Clans who happen to be the power behind the Sabbat.  Also
describes the Antitribu, Kindred who have turned against their
former Clans to become a part of the Sabbat, or descendants of
these sorts.
 
Storyteller's Handbook to the Sabbat
 
     For hints and suggestions on running Sabbat based
Chronicles, this is book is _very_ usdeful.  It describes how to
run a Crusade, the Path of Evil Revelations in its sinister,
infernal glory, diabolical gifts, and plenty more.  It also has
NPC archetypes, as per the ST Handbook.  One particular addition
which is of particular use are the Revenants, or Ghoul Families.
A group of families which have made Ghoul-ness a genetic trait.
     There are also two new Bloodlines, an offshoot from the
Gangrel and one from the Lasombra.
 
Hunter's Hunted
 
     Too much space at the beginning is wasted with a silly
diary.  I would have preferred more background info on the
various groups provided.  The Numina on the other hand, were
quite interesting, 'specially if you want to run a Psychic
Investigator/Talamasca type campaign, although the information on
the Numina is sketchy.
 
Vampire Storyteller's Screen
 
     The first edition screen comes with an adventure:  Blood at
Dawn.  It's set in Gary and is quite, well, scary.  More fun than
a haunted house.  The screen itself is useful if your playing
requires reference to a lot of charts.  More like a Gamemaster's
screen.
     The second edition screen comes with a book of Mortal
archetypes.  Police, reporters, ghouls, priests.  You name it . .
.  There is also a condensed character sheet for NPC allies,
contacts, herd, and retainers.  
     The screen itself is more appropriate to the Storyteller
idea than the first.  It has all the charts, but it also adds a
condensed character creation chart, which _can_ be handy when
dealing with new players.
 
Clanbook: Brujah
 
     I liked this one.  It conveyed a lot of the feeling of
rebellion that the Brujah should provide.  And the "Fake Rapper"
archetype is hilarious.  Vanilla Ice, a la Vampire.
 
Clanbook: Gangrel
 
     I read a review of this before I bought it, which said that
it would provide info that would make the Gangrel the most
powerful Clan extant.  I've read it several times and haven't
found the information that would imply this.  The writing (from
the point of view of a Victorian England type and a Gonzo
journalist a la Hunter S. Thompson) is entertaining, however. 
Background material is definitely worth it, and it does provide
enough information to make the Gangrel quite unique.
 
Clanbook: Malkavian
 
     I laughed my way through this one.  It reads like the
Principia Discordia while on drugs.  Definitely the best so far.
If you want to discover the true nature of reality, this might be
the book to read.  At least, you'll discover what the Malkavians
feel reality to be.  I would recommend taking at least two
aspirin before starting this book, however.
 
A World of Darkness
 
     Except for missing a couple pages in the Haiti section, and
probably a couple in the Hong Kong and Gaki sections, it is
_quite_ useful.  The Europe section will be quite usable with
Rage Across Russia, I hope.  Several NPCs from around the world
are detailed.  There are several locations locales described-
from Hong Kong, moving west all the way to the Vampire Club in
San Francisco.
 
A World of Darkness: Mummy
 
     Nothing at all like horror movies about Mummies, this book
details a small group of Immortals who exist to fight their part
of the Jyhad, which specifically involves stopping the Followers
of Set (a lot of that going around these days).  They have their
own magic system, roughly based on historical Egyptian magic.  I
say _roughly_.  Definitely an interesting add-on for any or all
of the Storyteller games.
 
Chicago By Night
 
     The first edition details a rather complex political
situation between many factions-within-factions, etc, and what is
occuring around them.  No information on Garou or Mages in the
city, however.  Ignore the Blood Pool/per Turn line on most
characters, however.  They are a little off.
     The second edition is post-Under a Blood Red Moon, and the
situation is quite different.  The quality - proofreading, etc -
is much higher than the first.  The section on Kindred politics
in the back is worth reading, the information is useful in any
Chronicle.
 
Milwaukee By Night
 
     An interesting story in the back, and the inter-Kindred
relationships (I hesitate to say politics in this case, they
aren't as political as Chicago) are quite different, I'd say.  If
you want to play _in_ Milwaukee, worth buying.  If you want the
Lupine info, buy Werewolf.  Otherwise, it really won't add much.
 
Ashes to Ashes
 
     First Story published.  This one is quite entertaining,
although in a few places, it's too much of a 'one-true-path' type
of adventure.  It introduces the characters to Chicago by having
them go from one place and vampire to the next.  Very usable.
 
Blood Bond
 
     Another Chicago Story.  This one can have a fairly grim
ending if the characters aren't careful.  It's a good read for
seeing some of the Sabbat methods of recruitment work, however.
 
Alien Hunger
 
     Half of it is a "Denver by Night" supplement, the other half
is a fairly Sons of Ether-ish mad scientist based story.  A nice
change of pace.  If you play in this one, think fast because the
Blood Hunt has been declared . . .  And you're on the menu.
 
Awakening: Diablerie Mexico
 
     This is only useful if you want a> a new Methuselah to add
to your campaign, b> some new rituals, c> a detailed lair of a
Methuselah in Torpor.  I've played a character in the Story, and
it smacks of Dungeon Crawl.  I also get the feeling the Story was
written to make it possible for the characters to easily
diablerize the Methuselah.  I'll tell you the group I was with
had no trouble.
 
Blood Nativity
 
     This was published by Atlas games and details the first
night of life for a group of neonates.  The action can get to be
quite dismaying for the characters.  <end up in prison without
bail, just before sunrise . . .>  It is fun, however.  I'm not
certain if this is still in print.
 
The Succubus Club
 
     A nice layout for a nightclub.  It isn't really necessary
for running the Succubus Club, although a few of the stories are
worth running.  A very nice supplement detailing the evolution
and mood of a Kindred infested nightclub.
 
The Anarch Cookbook
 
     This repeats too much of Clanbook: Brujah.  It has a few
good points, such as the Anarch Manifesto, but overall, added
little to my portrayal of the Anarch Free States.  On the other
hand, the additional combat rules can add detail to your
Chronicle, if you're interested in that sort of thing.  It
details how to stage an Anarch uprising in the city of your
choice, as well as a Who;s Who section in the appendix describing
several Anarchs, and Petrodon/Petrondon (they keep changing the
spelling).
 
Dark Alliance
 
<Sam Chupp's comments - I still haven''t read this one thoroughly
enough to review it>
     For Vampire: Get ready for DARK COLONY. It is the New
England Regional Sourcebook, and it's quite foul. Included is a
really cool adventure that utilizes the Advanced Storytelling
Technique of the Flashback. 
 
The Masquerade
 
     Live Action Role Playing.  You too can be a Vampire.  Aimed
somewhat at the How to Host a Murder Mystery people, and somewhat
at the roleplaying market, this product has potential.  The
system uses hand signals and code words to resolve conflicts,
while seeming to be a fairly normal interaction to the canaille -
so long as they don't hear what you're saying.  Its strength is
that it can be resolved fairly rapidly in small confrontations. 
Its weakness is if you lose a conflict, you lose the traits you
bid, so you become stupid/weak for the evening.  I have been told
that it is quite fun and playable, but I will not know until
halloween.
     Well, it's after Halloween, and we didn't play it, so I'm
still in the dark without Protean on this one.
 
VIIIb. Werewolf: The Apocalypse
-------------------------------
 
Werewolf: The Apocalypse
 
     The basic rules for Werewolf.  A lot of information between
the covers, and at the very least makes good supplemental
material for Vampire.  I found the editing errors annoying (see
page XX) but that was only a minor complaint at the time, and has
been corrected in later printings.  But if you have the first
printing, remember that Page XX contains all the secrets of the
Universe.
 
Werewolf Player's Guide
 
     A worthy supplement, this has so much information to add,
some of which (Like the Tribe outlooks) should have been in the
first book, but the various Were creatures and the like that have
been added make it quite a nice addition.  Also provided are
various types of Caerns, new Gifts, Rites, Fetishes and the
combat system from Vampire, 2nd Edition.
 
Book of the Wyrm
 
     Do you want some truly *evil* nasties?  This is a very nice
book, especially the sections on Pentex and Malfeas.  After
getting this, I sent a pack of Fomori after a Gangrel in my
Chronicle who prides herself on being a combat monster - she
still doesn't know what came after her, but she is a bit more
wary around street gangs.
 
Ways of the Wolf
 
<Ananda's Comments>
     This was useful...Anyone playing a lupus (wolf-born) Garou
should read this, *especially* if they don't know much about
wolves.  Most of the information on wolf society is quite
accurate.  Gangrel who spend significant amounts of time with
wolf packs might also find this information useful.
 
Werewolf Storyteller's Screen
 
     In addition to being much like the 2nd Ed Vampire Screen (or
vice versa, since this one appeared first) this provided a pad of
double sided character sheets, which have been quite handy for my
players who object at using notebook paper for extra stats. 
Sigh.
 
Rage Across New York
 
     First regional supplement for Werewolf, this is very nice in
historical detail, and even thoughtfully provides some truly
*vile* nasties.  The linked stories in the back are even nicer,
but not to the PCs.
 
Rage Across the Amazon
 
     The jury is still out on this one.  I'm fairly certain it
didn't really add to anything.  On the other hand, for those who
would be excited by such things, this supplement provides the
third appearance of Samuel Haight of Valkenburg Foundation fame.
 
<Thom Denholm's comments>
     Information on Rage Across the Amazon.  Haven't read the
storyline (my ST asked me not to) but the resources section
brings the Werewolf product up to specs with the Vampire Players
Guide 2nd ed.  Many weapons and rules for weapons (guns,
explosives, chemicals, poisons).  Another nifty section is some
Garou "Artifacts" that are quite powerful.  (It's always fun
reading about the +5 Holy Avengers, even if you can't use them).
 
Rite of Passage
 
     First story, and again, too linear for my taste.  But I have
neither run it, nor played in it to really be certain.
 
Under a Blood Red Moon
 
     Truly a mini-Chronicle of frightening proportions,
especially if you are a vampire in Chicago.  It's all out war
here! 
 
Valkenburg Foundation
 
     Interesting idea.  An asylum for those who have experienced
the first change without the aid of other Garou.  As a result (so
the story goes) most Garou go insane trying to deny their Garou
nature.  So, the V. Foundation steps in to help them accept their
nature, or release them as functionally normal wolves or humans.
Also the introduction of White Wolf's recurring villain, Samuel
Haight.
 
Drums Around the Fire
 
     The first compilation of fiction for the World of Darkness. 
The stories are divided into Tales of Honor, Glory, Wisdom,
Totems, Umbra and Apocalypse.  My personal favorite was
Apocalypse Noir.
 
Dark Alliance: Vancouver
 
     This is really a crossover supplement for Vampire and
Werewolf, but the cover is that of a Werewolf product, so . . . 
     This book details a city (Vancouver BC) in which the Kindred
live under unusual rules, where the Prince wants no inter-Clan or
Faction rivalries under any conditions.  There is also a peace
treaty between the Kindred and the Garou of the area.  The
characters have an interesting variety of motivations, although a
high percentage of NPC vampires are, well, really old.  The NPCs
are of such a power level that going against the establishment is
a Bad Idea.  It does have a *lot* of potential for mixed Vampire
and Werewolf play, however.
 
Mage: The Ascension
 
     The  Storyteller game which has the most potential for
debate of the three.  This one stresses creativity in that magick
can be performed more easily if it is disguised as coincidence,
thus causing the Mage to come up with some fairly wild chains of
events to get the desired results.  The errors in the first
printing will be corrected in the second printing, as well as
upon an errata sheet to be provided in the Chantries Book, as
well as White Wolf #38.  Or send an SASE to White Wolf Game
Studio requesting the Mage Errata.  The address is at the
beginning of the FAQ, and in each of their products.
 
Mage: Storyteller Screen
 
     This product includes a Story written by Sam Chupp, our own
Ragabash.  The roots of the story date back to the time of the
Experiment.  It's called Angel of Mercy, and has some odd twists
within.  The Paradox Zone idea presented in it is a cool idea, I
think.
     The actual screen has too many charts that didn't really
belong, and not enough that did.  It is useful, but not as useful
to mage as the other two screens were to their respective games. 
The character sheet doesn't even provide any innovations, as did
the pad provided in the Werewolf screen.  Overall it could have
been much better.
 
Upcoming Products for WoD:
 
New Orleans by Night
 
     This is supposed to be in the stores next spring.  Said to
be written by a famous horror author, although the name slips my
mind.
 
(The following is digested from a post by Sam Chupp, and is
completely his own words.)
 
    The Chantries Book. This will be a 200+ page book on the
various chantries in the world, including a "Chantry Creation
System" 
 
    Loom of Fate, a funky story of some kind (still don't
understand it). 
 
    The Book of Shadows, the Player's Guide for Mage: This will
have some magick system clarifications/additions as well as
in-depth looks at Traditions, Rotes/Spells, Certamen (magick
duelling), and some secondary Traditions. Should be well worth $$
of admission. 
 
    The Technomancers: Progenitors. Guess what it's about? 
 
    And an as-yet-unamed Virtual Web sourcebook. Currently, it
will be like Succubus Club, with many short stories. 
 
    Later on in the Spring you'll see the first of the Tradition
books.  
 
     The Book of Nod is finished, done, end of 2nd draft, finito.
Half of it is 'biblical' style verse and the other half is
footnotes and anecdotes about how the fragments were gathered. 
The book is split into three sections, the Chronicle of Caine
(which deals with Caine and the first days, the First City, and
the subsequent time spent in Enoch), the Chronicle of Shadows
(which is kind of like the Chronicle of the Law: it has lots of
"rules to live by" in it, including the 13 Vampiric commandments,
if they haven't been cut by now! :)) and finally the Chronicle of
Secrets (which is kind of the Revelations book) ...after which is
the Appendix which has a brief "Life in Ancient Enoch" essay and
a brief "How to Use This Book" thingy. 
 
There isn't a single mechanic in it. 
 
Not even a stat. 
 
The Book, when released around December 5th, will be tradeback
sized, "leather" bound and have nice paper. It will be suitable
for use as a game prop. I believe it will cost no more than
$10.00, and it has a jamload of incredible art from all of our
artists. 
 
   I'm working on the Bone Gnawers Tribal Tome. Any things that
you want  to see in it, email them to me. I read the Glass Walker
post about the origin of the Glass Walkers and found it to be
amusing, and potentially useful . (I'll be doing the G.W. too).
Anyway, my take on the Bone Gnawers is that they aren't criminals
necessarily, just dirt poor. To me, they are the living proof
that the Garou have failed their own kind. 
 
     Save your pennies for UMBRA: THE VELVET SHADOW if you are a
Werewolf storyteller. You're about to get a giant CARE package
from good ol' White Wolf: a huge flaming chunk of pure 100% story
ideas will assault you upon opening this torrid tome. I read the
thing cover to cover and it isn't even finished laying out yet.
Your players will hate/love you for it. 
 
 
     Werewolf Storyteller's Handbook will be coming out sometime
this Spring.  It's rumored to have a spirit and fetish creation
system, as well as lots of cool storytelling hints and helps. 
 
     GURPS Werewolf is on the move and will probably be coming
out fairly soon. 
 
 
Articles in White Wolf Magazine relating to WoD:
 
Purgatory, by Graeme Davis (#28)
 
     This article details a Vampiric oriented Nightclub along
with several of the Kindred who frequent it.  It is established
as a hangout for Anarchs, in general and is neutral ground.  A
good starting point for setting up your own Undead Clubs.  
 
The Dark Tower, by Chris Hind (#32)
 
     What happens when a Vampire releases its Beast?  What about
those unfortunate Garou who are not fortunate enough to be picked
up by the Sept right at the first change?  A rather dark Story
for Vampire and/or Werewolf.
 
White Wolf #32 - Feature Review: Werewolf
 
     I only mention this 'cause it has the ". . . tragically hip
murderers who can kill mortals simply because they're cooler than
mortals . . ." quote is on page 36.  Half baked Nietzchean
philosophy, indeed!
 
Portrait in Horror: The Vampire's Hunt, by Charles Pierce (#34)
 
     Some interesting ideas on how to make your Vampires feel
guilty and horrified for drinking that blood they need so dearly.
 
Mind over Matter, by Chris Hind (#37)
 
     An introductory story to Mage designed to bring the
characters right into the middle of things.  Worth checking out
to see the style of Storytelling for Mage if nothing else.  
The World of Future Darkness, by Deirdre Brooks (#36, #37, #38)
 
     These three articles detail Cyberware in Kindred bodies, the
future and how it relates to the Masquerade, and how to integrate
it with Cyberpunk 2.0.2.0. by R. Talsorian Games.  The last
article is a Story set in Night City.  I won't offer an opinion -
I wrote the articles.  But if someone else would like to e-mail
me a review, I'll put it in the next FAQ.
 
IX.  Errata, rules, etc.
-------------------------
<Note:  Most of the following _is_ simply opinion, unless it is
stated that White Wolf provided a ruling.>
 
 
Where can I get errata for Storyteller products?
 
     <Correction from previous FAQ>
     There will be an errata sheet for the first printing of Mage
in White Wolf #38, the Loom of Fate, and/or the Chantries book.
Also, send an SASE to White Wolf requesting the Mage Errata to
receive the sheet.  Until then, look in Clanbook: Malkavian for
page XX, wherein all questions are answered.
 
What is Vulgar Magick, and Coincidental, and how do you tell the
difference?
<Fingers on list collectively hover over delete key>
 
     Vulgar magick blatantly defies the known laws of reality. 
Coincidental magick works within reality to make the result look
possible.
 
     This argument has generated several hundred K of commentary
on both sides.  I think I will leave this as it sits, with the
prompting to decide for your own chronicle, because I fear this
is one subject that will never reach a conclusive result.
 
<List breathes collective sigh of relief>

X.  Ideas for Atmosphere - Music, Lighting, etc
-----------------------------------------------
A new section has been added to this - a list of non-vampiric,
lycanthropic, or magic(k)al sources of Story Ideas.  Everything
in this particular piece of the list is in its original post, so
credit where credit is due is there.
 
Xa.  Music (Lots of new stuff here)
-----------------------------------
From:   BSU::ANANDA        1-JUN-1993 16:34:57.80
To:     MSUS1::IN%"jla@cs.indiana.edu"
CC:     AJ
Subj:   RE: ST FAQ Rules & Music
 
What?  No one commented on music for Toreador??
 
For something to play for your Toreador players, try "The
Hunger", title track from a Michael Bolton tape.  Fairly good
lyrics in general, excellent for Toreador.
 
Stuff Toreador might possibly listen to:
 
*All* of Andrew Lloyd Weber's _Phantom_of_the_Opera_, and
especially "The Music of the Night."  I have the double-CD
version, and *every* time I listen to it, I hear something new in
the music.  The amount of subtle symmetry is unreal -- in the
midst of one scene, you hear the theme from another scene, and if
you're paying attention it can influence the mood a good deal.
 
Probably lots of other Lloyd Weber stuff, for pretty much the
same reasons.
 
Damn near any kind of jazz.  The Poseurs will like jazz for the
sake of liking jazz, while the Artistes will be more likely to
understand and appreciate the requirements all the improvisation
makes on the players.
 
Various types of classical music, depending on the individual. 
The Poseurs will like whatever's "trendy" at the moment, while
the Artistes' preferences will be more individualistic and less
likely to change frequently.  (I prefer baroque stuff, because
I've sung things like Bach fugues and know how bloody difficult
it can be to do them well.)
 
Carl Orff's _Carmina_Borana_.  I tend to lose track of how many
different languages are in that monster.  Stylistically, it
ranges from the very intense, stacatto feel of the first piece
(which has been used in numerous movies) to a very legato, almost
lyrical feel.  I've heard a synth version, too.  Real fun stuff.
 
(maybe) Enya, possibly all three albums:  _Enya_, _Watermark_,
and _Shepherd_ _Moons_.  Visual artists will love her videos,
which tend to look like paintings in motion.
 
Assorted stuff by Iaso Tomita and Vangelis, both geniuses at the
syths.
 
Vladimir Horowitz, "one of the best classical pianists ever
recorded".
 
_Gershwin_Plays_Gershwin_, if you can find it.  It's the man
himself, playing
"Rhapsody in Blue" and several shorter piano works.  The best
orchestral version of the Rhapsody I've heard is the one
conducted by Mitch Miller.
 
And of course, any of the younger set will probably listen to
Floyd.  Pink Floyd, played rather too loud through closed-ear
headphones, could come close to a religious experience for some
Toreador...
 
...That's a start...  >:-]
 
--Ananda
 
Date: Thu, 10 Jun 1993 13:59:00 -0500 (EST)
From: James Rogers <94JROGERS@vax.mbhs.edu>
Subject: Music stuff
To: vampire <vampire@math.ufl.edu>
 
This is a list of stuff I put together for a putative V:tM
campaign.  I don't know much about punk/rock/etc., so my stuff is
mostly classical stuff high on creepiness.
 
Bela Bartok: 
          Music for Strings, Percussion, and Celesta - 1st and
     3rd mvts.  Bartok is the consummate creepy composer, and
     also Hungarian.  Some of his more "traditional" pieces might
     also be good if you want a background of classical music
     that "doesn't sound quite right."
Arvo Paert: Fratres
          There are manymanymany versions and arrangements of the
     piece that were just put out recently.  You can find several
     if you know where to look. My version is by the Kronos
     Quartet on their album "Winter Was Hard."
 
Actually, the rest of the stuff I've actually recorded is all by
the Kronos Quartet.  I'll group them by album:
 
"Kronos Quartet":
 
Terry Riley: 
          Half-Wolf (!) Dances Mad in Moonlight from Salome
     Dances for Peace  Sorry, this is from "Winter Was Hard."  It
     makes a decent Garou theme, not to mention being fairly
     "mad."  And no, I don't believe in choosing music by title
 
now, stuff that really is on "Kronos Quartet":
Peter Sculthorpe:  String Quartet #8
          A very melancholy piece.  It sounds sort of
     "naturalistic" and would probably be out of place in the
     city.
 
Philip Glass:  Company
          Ha!  The only composer on this list that's also on Mark
     Rein*Hagen's list.  Good piece, and the KQ is excellent.
 
"Winter Was Hard":
          The aforementioned "Fratres" and "Half-Wolf... etc"
 
and also Astor Piazzolla: 
          "Four, for Tango"  Good music for a "formal" scene,
     when there is supposed to be dancing.
 
Other music I've been considering:
Aram Khachaturyan: "Masquerade" Suite - excellent by any name.
Dmitrii Shostakovich: Symphony #4
Maurice Ravel: La Valse
Antonin Dvorak: Symphony #8, movement #3
Camille Saint-Saens: Danse Macabre
Joseph Schwantner: Music of Amber
 
Date: Tue, 08 Jun 1993 13:07:42 -0500
From: "Douglas L. Bridges" <dlb1@ra.msstate.edu>
Subject: Book o' Nod and others
To: vampire@math.ufl.edu
 
 
     I think that I have to agree on Tim on this. I don't think
that you should put out a book of Nod defining everything which
caused the creation of the Cainites. But, how I understood it
from the letter the Mr. Chupp wrote is that it would be an
inexact translation. I think that Mr. Chupp needs give us more of
a description of what he is thinking it is going to be like,
instead of just giving it as a trailer to the announcement of
Dark Colony and Sabbat ST guide.  I am glad that you are putting
out Dark Colony, and being one of the Bourben Street droolers, I
was mad that you were putting it out before the NO by Night. (At
least that is how I understood it.)
 
     I wanted to put down my list of favorite CD's to use during
a vamp game.  I have found all of these to have a great
background effect for the games.
 
1)   Soundtrack to Aliens 3.  This is a quick cue to all of my
     players the some Garou are entering the scene. It is one of
     the most eerie CD's I have ever heard and I HIGHLY recomend
     it.
2)   Soundtrack to The Hunger. The eerie background music mixed
     in with the classical music makes a great mackground sound
     for any vamp game.  
3)   Joy Division-> Unknown Pleasures.  At the recomendation of
     the ST's guide,  I bought this CD. It is a very dark and
     down trodden CD. A must.
4)   Faith No More-> The Real Thing. Every song on this CD fits
     the WoD. If you have it, read the lyrics to all the songs.
     They all could be talking about vamparism. This CD works
     well when the characters go into some of the Urban Brawl
     scenes and into some of the heavier clubs.
5)   Holst->The Planets. The eerieness of all of these songs will
     freak most players.
6)   Orff-> Carmina Burana. The chanting and singing in this
     works great for all meetings of a chantry, or especially
     when the players wander onto the Sabbat and their rituals.
7)   Best of the Talking Heads. Malkavians. 'Nuff Said.
8)   Monty Python -> The Final Rip Off. See above.
9)   Red Hot Chili Peppers -> Blood Sugar Sex Magic. Start
     playing this when the players get into any urban dirty
     area(with anarachs, sabbat, whataver.)
 
<Lost the header to this one.  Sigh.  Dunno who wrote it.>
 
Other music we've used around here:
     Peter Gabriel's _Passion_, the soundtrack for _The Last
     Temptation of Christ_: good dark stuff, almost completely
     instrumental, except for some vocalizing (I wouldn't really
     call it *singing*...)
     Skinny Puppy's _Too Dark Park_:  more on the alternative
     side, second (?) track was our chase scene theme when we
     were playing Nightlife ;)
T2 soundtrack
 
Message 91/187  From Eric Michael Jumper             Nov 2, 93
Date: Tue, 2 Nov 93 08:07:45 -0800
Comment: Discussion of the White Wolf World of Darkness
Originator: vampire-l@wizards.com
To: Multiple recipients of list <vampire-l@wizards.com>
Subject: Music
 
Hey All you lovers and haters of music:
 
this is eric:
 
For werewolf games involving the weaver, Kronos Quartet (Sp?) is
really great (Hell, they're really great for many other things
too).  If you want a *True* horror sound trak, Diamanda Galas'
(Sp?) Plague Mass is not to be believed.  I also like Ozzy's
Ironman for no particular reason.  (Beavis and Butthead in
chorus:  Buh Duh Duhduhduh, badadadadada da duh)  If you got that
one, you really watch too much Beavis and Butthead.  Finnally,
you need some happy, spoodgy, froofy music for intro's, caern
scenes etc.  It ain't all Iron Maiden and Alice in Chains. 
(which are great too)
 
eric
still reeling from the Diamanda Galas concert  *shudder*
 
Message 62/187  From Tom Granvold                    Nov 2, 93
Date: Tue, 2 Nov 93 09:20:55 -0800
Comment: Discussion of the White Wolf World of Darkness
Originator: vampire-l@wizards.com
To: Multiple recipients of list <vampire-l@wizards.com>
Subject: Re: Music
 
Eric wrote:
 
>For werewolf games involving the weaver, Kronos Quartet (Sp?) is
>really great (Hell, they're really great for many other things
>too).
 
    At least somebody else knows about the Kronsos Quartet, yes
that is spelled correctly.  To be more specific, I recomend the
following: "Salome: Dances for Peace" by Terry Riley, "Pieces of
Africa", and another recording of Terry Riley's which I can't
remember its name (on of the pices on it is something like
Midnight Ride of the Dream Catcher).
 
    Also, to really add to those really depressing moments in the
game, say when the vampire character goes into rage and kills
someone he still cares about, try "Dark Angels" again performed
by the Kronos Quartet.
 
Enough for now,
Tom Granvold
 
tom@clipper.ingr.com
 
Message 97/159  From SALZER@uwplatt.edu              Nov 2, 93
Date: Tue, 2 Nov 93 23:16:38 -0800
Comment: Discussion of the White Wolf World of Darkness
Originator: vampire-l@wizards.com
To: Multiple recipients of list <vampire-l@wizards.com>
Subject: Re: music
 
        I would also recommend Paul Simon's "Rythem of the
Saints" album for Moots in Werewolf and "Bram Stoker's Dracula
Soundtrack" for Vampire. I especially like A. Lennox's "Love song
for a Vampire".
 
D Lucas
 
Quote--"So I drink blood from time to time. We all have our
little quirks don't we." (player to npc)
 
 
Message 46/159  From Andrew Philip Fabbro            Nov 3, 93
Date: Wed, 3 Nov 93 09:58:17 -0800
Comment: Discussion of the White Wolf World of Darkness
Originator: vampire-l@wizards.com
To: Multiple recipients of list <vampire-l@wizards.com>
Subject: Music
 
I read some upstream music suggestions and thought I'd throw in a
few of my own...
 
Tom Waits, _The Bone Machine_ (several songs..."Black Wings" is   
 practically written with V:tM in mind)... Rain Dogs also has its
        Gothic moments Carl Orff, _Carmina Burana_...pretty
high-powered choral work-- a 20th-century composition using the
text of depraved medieval monks (really)
 
Rachmaninoff, _Vespers_
 
most any Gregorian chant...for those mausoleum scenes...
 
parts of Pink Floyd's _Meddle_, esp the first track
 
...and I think _Night on Bald Mountain_ goes without
saying...there's a delightful record that came out back in the
60s called "The Devil in Stereo Hi-Fi".  Alas, I seem to have
lost my copy, but NOBM led off and it get grimmer from there...;)
 
 
Message 25/159  From James A Estes                   Nov 3, 93
Date: Wed, 3 Nov 93 12:49:03 -0800
Comment: Discussion of the White Wolf World of Darkness
To: Multiple recipients of list <vampire-l@wizards.com>
Subject: Re: Music
 
> Carl Orff, _Carmina Burana_...pretty high-powered choral work--
>a 20th-century composition using the text of depraved medieval
>monks (really)
 
        Don't forget the techno remix of this piece, by
Apotheosis.  Is it Gothic or is it Punk?  Its both!
 
Pax
 
JAE
 
Message 29/111  From The LITTLE man FROM another PLACE Nov 5, 93
Date:     Fri, 5 Nov 93 19:24:19 GMT
To: Deird'Re Brooks <deirdre@efn.org>
Subject:  Music...
 
        Ok, here it goes...(bloody tt):
 
        For the calm baefore the storm:
 
* Dead Can Dance: all albums. Eerie stuff
* And also the tree: all, cold wave.
* Any Oldfield.
* The Prisoner sound track.
* Twin Peaks sound track.
* Dune sound track.
 
        For the storm:
 
* UB92 (I think, can't bloody remember their name) Das Boot,
exelent techno/das boot mixing. (BTW das boot is an old TV serial
about a german U-Boot during the WWI. Very good)
* Metalica. Last album.
* Mega death.
* Every new dead ghost.
 
        For both (depending on tracks):
 
* ALL the Danny elfman!
* Any horror/fantastic film soundtrack.
 
        And of course: The little mermaid soundtrack (any
Malkavian meeting)/Remixed with acid jazz............(No I A mNoT
M aD!"#$%%^&^&**).
 
Date: Sun, 24 Oct 1993 19:33:14 +1000 (EST)
From: int907a@lindblat.cc.monash.edu.au (Sean O'Connell)
Subject: musicing
 
        To add to the list, some dark/goth music....
 
Concrete Blond: a much-mentioned group woth Vampires
     - Blood letting - great!
     - Walking in London.
          (where's the bloody case, ah here tis)
          The title, track, 'Walking in London' captures the idea
     of a Blood Bond beautifully... just the entire tone of the
     song.
          'City screaming', 'Why don't you see me', and perhaps
     'Someday' make for good vamp-stuff too... quiet, but eery.
 
Shakespear's Sister (their spelling): Sacred heart 
          Has some cool goth tracks, esp. Run Silent , although
     at times is a bit 'boppy' to be good for bground music....
 
Blade Runner Soundtrack: no more to be said, although I would
remove track 3 for b/ground music :) (vocals ;)
 
          Maybe Hunters&Collectors and Black Sorrows, but only
     certain selected songs...
 
's all that comes to mind :)
 
Sean
 
Xb.  Idea Sources
-----------------
Message 132/159  From The Deranged Priest              Nov 2, 93
Date: Tue, 02 Nov 1993 09:59:39 CST
To: deirdre@efn.org
Subject: Re: Should work this time...
 
     Well, here's what I know just offhand.  If the idea still
appeals after this, the net will probably divulge other sources
as well.
 
     The Serpent and the Rainbow_ (can't remember the author's
name) Book is available (and I don't have it, otherwise I'd add
author, publisher, and ISBN...) as well as the movie version. The
movie is available on video.  If you're going to run a Haiti
chronicle, this is the thing to hunt down.  Probably good for
general inspiration on Vodun-type stuff.
 
     "In Search Of..." A 1970's era TV series narrated by Leonard
Nimoy. When not looking for things like Vincent Van Gogh's life
and the Lindbergh baby, it gets into neat mystical stuff that is
*very* informative.  These give good background for World of
Darkness type subjects.  It is currently running in hour-long
blocks (two episodes) on Arts and Entertainment (cable)
Monday-Friday at 8:00 AM and 7:00 PM Eastern time.  I think
there's a weekend show too but I don't remember offhand.
 
     Also, Ted Turner seems to have rights to several movies from
the seventies dealing in "paranormal" phenomena and shows them on
either TBS or TNT occasionally.
 
     In the realm of fiction, there's "The X Files" also on Fox,
9:00 PM Eastern Fridays.  I haven't actually seen it, but have
heard so much about it...  It works from the perspective of the
FBI, so it might contain inspiration for a Hunter chronicle,
among other things.  If I recall correctly, this is doing pretty
well in the ratings, and may stick around for at least a couple
of years, keeping in mind that this kind of thing usually dies a
quick death on TV. 
-----------------------------------
End of FAQ

Marzhavasati Kali     |If mail bounces, check spelling.  It's deirdre.
deirdre@efn.org       |If that doesn't work, send mail to
                      |deirdre%efn.org@skinner.cs.uoregon.edu
"Homosexual?  Heterosexual?  Nah, I'm just Sexual."
                                -- DB
 
