When
White Wolf first created a Live Action version of The Masquerade it
was intended for predominantly one or two night play. Soon, though,
it an effort to tell more realistic stories and create a better environment
where characters could grow and develop, several ongoing chronicles
started springing up. The chronicles, for the most part, let the player
decide (to a certain extent) what type of character they were going
to play and then watched them develop over the span of months instead
of hours. This brought about entire city structures of characters. With
player-characters holding almost all, if not all, positions of importance.
The realism and opportunity for a more developed story had become much
more developed than ever before. But if these characters really existed,
their city, in most cases, would not exist in a vacuum. Just as some
events in other areas of the world effect our everyday lives, the politics
of other characters in the World of Darkness around the world would
affect them. It is, however, difficult at best for a Storyteller to
have a plot line for every area in the world. So the next logical step
in telling a more realistic story, one in which the suspension of disbelief
is far higher, is to link existing chronicles (and in the future have
newly starting ones) join a consortium of games that all exist in the
same world. Starting with the chronicles in the Chicago and Washington
DC areas, One World by Night strives to take the elements that White
Wolf has set up to their next logical step Need more information? Follow
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Modified : February 13, 2002