No, come dicevo prima, qui ci sono "le basi" del WoD che tutti conoscono, ma sono in una forma ingenua e (secondo me) figlia del suo tempo, ossia del 1993.
Si dice, nello stesso capitolo (il tre) sia:
The Storyteller must be the final interpreter of the rules, and must decide in a practical way how the rules apply in the game. If a player wants his character's magick (ooh... la "k"...) to affect everyone in the room, the Storyteller decides the dice roll required, regardless of how any of the players may interpret the rules of the game
che di fatto è una spiegazione di cosa fa un arbitro in uno sport qualsiasi, sia:
However, as the final arbiter of the rules, you must also be fair and consistent in the way the rules are applied. You must act impartially and reasonably for all involved simply because you wield so much power. A Storyteller must be an umpire of clear and sound judgement.
Che, zippato, vuole dire "fair and clear".
Ma poi prosegue:
You will sometimes be obliged to go beyond the rules, or even break them. Breaking rules is often necessary to tell the best story, or to make sense out of the world. In order to maintain the trust of the players, you should probably not break the rules on a regular basis (they may come to rely on it happening whenever they're in a jam). If you make the mistake of doing so, it will destroy the free will of the characters and eliminate the drama of every scene.
Cioè, alcuni problemi erano già stati individuati, ma la risoluzione di questi problemi era delegata allo Storyteller stesso.
Curioso il proseguo:
Of course, you may decide to change the rules permanently in some way, and this we encourage, as long as everyone knows the rules have been changed.
I grassetti sono miei.
Insomma, tutto il capitolo tre è un... tightrope walking... tra parpuzio e un social contract.