Dark Conspiracy 1st-Edition
Some of these rules suggestions were from personal observation, but I believe many were due to glaring oversights by the designers - either that or the result of "game balance" at the expense of verisimilitude and playability.

As always, these rules have been extensively playtested by
The Weirding and are congruent with the 1st-Ed. Dark Conspiracy rules set as published.  Inclusion of these rules will significantly alter your gaming experience, and the troupe should be consulted before a decision is made.
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  • 3E: 3rd-Ed. Dark Conspiracy.
  • ACVH: American Combat Vehicle Handbook (for Twilight 2000, 2nd-Ed.) - 103 pgs., Loren Wiseman.
  • Aware: Knowledgable of the Dark and its Minions. Being Aware does not automatically make one a Minion Hunter or a member of the Resistance; it simply infers the person knows of the Dark's existence.
  • DC: Dark Conspiracy (main rulesbook, 1st-Ed.) - 336 pgs., Lester Smith.
  • DR: Dark Races (races sourcebook) - 103 pgs., Compendium.
  • DR2: Dark Races II (races, campaign resource) - Web, Compendium presented by Mike Marchi.
  • DT: DarkTek (equipment sourcebook) - 104 pgs., Charles Gannon.
  • Dobieville: A city or area that is Unaware.
  • GM: The Games Master; the referee and judge of the game.
  • Players: Everyone involved in the game: the GM, the players running characters, and so on. It is used interchangeably to refer to those participants running characters (as opposed to the referee). To avoid confusion, the terms "gamers," "group," and "troupe" are often used to denote the entire gaming outfit.
  • Troupe: The entire gaming group, including GM.
  • T2K: Twilight 2000, 1st-Ed. Boxed set.
  • T2KPM: Twilight 2000, 1st-Ed. Boxed set Play Manual - 24 pgs., GDW (Frank Chadwick).
  • T2KRM: Twilight 2000, 1st-Ed. Boxed set Referee's Manual - 31 pgs., GDW (Frank Chadwick).
  • T2K2e: Twilight 2000, 2nd-Ed.
  • Unaware: A Dobie or Gidget; one who is unaware of the Dark and its conspiracies, or simply doesn't care.
Rules
Terms
While Metrodome is comprehensive and well-detailed, several features have been left sparsely-defined.  The scant information provided is meant to give some direction and inspire you in developing the areas on your own.

Elements already detailed may be hard to change because the entire setting has been designed with them in mind - dropping them entirely may not even be possible without upsetting other factors.  Instead, I suggest overlooking those features and focusing on others.  Plenty of room has been left for you to customize Metrodome to your play, so you can simply choose an undeveloped area for your setting and basically ignore the rest.

Birdston is a great example: if you choose to run the adventure as provided and the group succeeds, the entire area basically resets; if you choose not to run the adventure, Birdston is simply there.  No matter what, Birdston is largely a blank slate.  The same holds true of Rushian Hills.  A general description and some minor details - along with copious references throughout the surrounding text - is all that "defines" these regions; the rest is left to you.

In time, these neighborhoods may be further detailed by
The Weirding.  In a perfect world, they would be further detailed by players who expand on the setting in their own games... most likely, they will be expanded by The Weirding crew (me).  For now though, they are two examples of loosely-defined sectors within the Dome that are ready for customization.

A lot of research and playtesting went into this supplement, so be sure to read thoroughly before changing things; everything has been done for a reason and changing any one thing could affect everything else.  In general, most any adventure can be "dropped" into the world of Metrodome.
Disclaimer
It is important to reiterate what is said in the FAQ, available from the menu above:

None of this material is "official" nor is it sanctioned by Far Future Enterprises or any other entity(s) involved in Dark Conspiracy, aside from granting us (and similar) sites permission to present you this content. As far as we know, Far Future Enterprises owns the rights to Dark Conspiracy and we provide this material with permission.

This information is offered free of charge to all visitors. Advertisers do not pay for advertising in association with the Dark Conspiracy roleplaying game, name, or any other Far Future Enterprise trademarks or properties.

The Dark Conspiracy game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2004 Far Future Enterprises. Dark Conspiracy is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises's copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

I am working on incorporating the d20 rules system into the existing material, but this content was designed without that in mind, and this takes some time to do. The same is true of the existing locales which were first introduced in the New Orleans supplement. Also, I plan to adopt the formatting used in the various supplements, many of which I still do not have. All of this takes a lot of work and I can only do this as time presents itself. Thanks!
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