he following information is for Storytellers and, to a lesser extent, Narrators. Storytelling Wraith is very different from storytelling any other Mindís Eye Theatre game. Oblivion involves running what is essentially a game with a split personality. Both humans and wraiths need to be taken care of, and bridging the gap between the two can be labor-intensive in the extreme. Furthermore, there are the responsibilities of Shadowguiding and running Harrowings, each of which can demand serious investments of time and effort. Storytelling Oblivion is not for the lazy or faint of heart, and trying to run a game of Oblivion without proper preparation is a recipe for disaster.
On the other hand, there is a bright side to all of this. Running Oblivion provides you with a stage to tell your stories, and the very complexity of the game allows you to create stories that can be equally complex. There are few limits on the imagination; anyone or anything from history can show up in the Shadowlands, and practically anything imagined might lurk in the Tempest. Harrowings let you turn loose things that might be a little too intense or permanent for regular plotlines, while Shadows add a whole new way to interact with players. In the end, the effort is more than worth it.