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.
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).
Unaware: A Dobie or Gidget; one who is unaware of the Dark and its conspiracies, or
simply doesn't care.
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 Weirdingcrew (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.
It is important to reiterate what is said in the FAQ, available from the menu
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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!