
Copyright 2003
White Wolf
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Out of Character Rules for Conduct
These are the rules that shall not be broken. You may be removed permanently from the game for violating any of these rules.
#1-7 taken from Laws of the Night: Revised pg. 14
- No Touching. No Stunts.
That means none whatsoever. It's far too easy for things to get out of hand in the heat of the moment. Save the stunts for your imagination. If you can imagine you're a centuries-old vampire, then you can sure imagine you're swinging on a chandelier or leaping across rooftops.
- No Weapons
No matter how careful you are. Whether it's to prevent some fool from skewering himself on your new dagger, or to make sure the police don't think you're a threat, weapons of any sort are forbidden. Even fake or toy weapons, trained attack gerbils or laser pens are not allowed. Use item cards instead.
- No Drugs or Alcohol
Well, duh. Drinking and drugs do not inspire peak performance, and players who are so impaired are a threat to other players and the game. It's one thing to play a character who is drunk or stoned, but another thing entirely to actually come to game under the influence. At best it's tasteless; at worst it's illegal. Don't do it.
- It's Only a Game
If a character dies, if a plot falls apart, if a rival gets the upper hand, it's just a game. You and the rest of the players are doing this for fun. Taking things too seriously, or taking character issues into real life, will only spoil everyone's enjoyment, including yours. Remember, playing a game should be fun - if you're not having fun, it's time for a reassessment.
Remember to leave the game behind when the session's over. "Soft" roleplaying (conversing in character without challenges) can be fun, and there's nothing wrong with talking about the game afterward at the local diner. On the other hand, demanding weekly clan meetings or trying to rouse your primogen to talk business at three in the morning signifies the need for a change in perspective
- Be Mindful of Others
Not everyone around you is playing the game, and it's in extremely poor taste to try to feed off passers-by. You want to ensure that your game and your players are welcomed. Frightening people and getting the local law enforcement called on you is not the way to do it. This is especially true if you're playing in a public area, such as a park. It can be a very good idea to alert local merchants and police before you play so they're prepared. If you get curiosity-seekers, try to have some business cards on hand and offer to speak with them when you have more time.
- Do What Works for You
We at White Wolf often call this proviso "the golden rule." Your game may have special circumstances that require a few extra bells and whistles to the rules, or your troupe may find a way to handle something that works better for you. So long as people are having fun, go ahead and run with it - it's your game.
Likewise, if you see something that you want in your game that doesn't appear with an MET system, then sit down and cobble up something that will work for you. If MET is all about telling stories, then here's the part where the Storyteller improvises.
- Have Fun
Not "Win." Not "Go out and conquer everyone else." Just have fun, because in MET, it's not about how the game ends, but what happens along the way.
- No Cheating
- Be honest about the number of traits you have to bid.
- Don?t try and use disciplines that you do not possess.
- Do not under any circumstances lie about merits and flaws!
- Normal codes of dress are enforced
- Dress in character, because it enhances the role play experience
for everyone.
- If what you are wearing is deemed inappropriate, you will be sent home
to change.
- Use common sense.
- Respect our Location
- Stay in sight of the game location at all times.
- Keep the area tidy. If you bring trash to the game, throw it away.
- Remember that there are students studying and sleeping in the dorms close by, so try to keep your volume to a reasonable level.
- The Storyteller has the final say in any decision
- If you argue unreasonably with the Storyteller or any Narrators on a decision, you may be asked to leave the game for the night.
- If this is a constant problem you may be asked not to return.
- It is the Storyteller's responsibility to maintain a flow of storyline, adhere to rules conceived and held by this chronicle, and consider all characters and precedents when making decisions. The Head Storyteller is the highest law in the land
Possible Disciplinary Actions:
1.) Verbal warning from ST
2.) Loss of experience point award for the night
3.) Loss of character
4.) Probationary status: limits character options and may include other restrictions in the chronicle
5.) Suspension from chronicle
6.) Ejection from chronicle
If anyone feels that they are subject to any violation, the matter should be brought to the attention of the Interference Narrator immediately. This narrator will direct investigation, invite proper inquires, establish technical facts and testimony and report its results to the STs.
Some facts about The Habit of Being:
1. Say it with me now - The STs are not out to get your character. If we didn't like your character, we would not have approved you to play it in the first place. Seriously. There's not a concept in game right now that we dislike or are purposefully trying to screw with.
2. No one hates you out of game. We like you, really we do. We want to roleplay with you and see you happy. If we didn't like you, you'd know. I think I tend to make this very clear. You guys are our friends and we do this for you.
3. We do not control the PCs actions. With the exception of a few cases, the storytellers do not control the actions or reactions of the players' characters. If someone screws you over, it was not because the STs suggested it, told them to do so, or boosted them into doing as such. Players can be just as treacherous and conniving as Storytellers, and are often times moreso.
4. STs have PCs too. This does not mean our characters are exempt from punishment, bad things happening to them. They are three dimensional and have wants, thoughts and drives just like anyone else's PC would. If you slight them, they will react to this. Do not expect us to bend over and take it up the ass ICly just because we are storytellers. That being said...
5. We will not abuse our power for the sake of our PCs. We have worked very long and very hard to have people trust us. We would not ever, ever, ever throw that away for the sake of revenge, anger, or a petty argument. While we will not necessarily lie down and take it should something happen to our characters, we are far more likely to overlook transgressions for the sake of overall game play. This does not mean that you have carte blanche to screw with us, but we are a lot more tolerant than our characters might sometimes be.
6. NPCs are Three-Dimensional. There is no such thing as a creature feature NPC, a NPC designed solely to kill/torment your PC (unless you write them into your history), or a NPC there just to cause problems without reason. There are always motivations, always reasons and a story behind everyone in this setting. If you are chastised by a NPC, there is a reason. Likewise, if you attempt to buck up at/insult/back stab a NPC, they will respond appropriately.
7. Some clans are harder to play than others. Certain clans are considered R&U or limited to the majority of players because they require more effort, thought, and stricture. In turn, these clans often have more to offer in the way of disciplines, knowledge, etc. When you create a Tremere, Ventrue, Lasombra Antitribu, etc., do not expect to go around doing whatever the hell you want to do with no reprecussions. You have elders which you have to answer to, things that are expected of your blood, and duties you must accomplish. If you fail to do these things, you may be punished. If you strive to do better, you will receive accolades.
8. All actions have reprecussions. A butterfly flaps his wings, halfway across the world there is a tidal wave. If you take a certain course of action there will be responses and reprecussions to those actions. Sometimes those things are farther reaching than you will even realize for weeks, months, or even years to come. This is a game where there are consequences, and if you are not able to accept that, there's half a dozen games across the state you can play where you can be as "Faster pussycat! Kill! Kill!" as you want. This is not that game.
9. We expect you to put some effort in. If you want to be merely an at game player who never turns in reports, downtimes, goes after plot, etc., that's cool. You can do that. However, do not expect to get the same preferential treatment/gen spot/ R&U position as the player who goes above and beyond. You will get out of game what you put into it, both as your character and as a player.
10. We do not do this for our health. Honestly. We want you guys to have fun. That's why we do this. We have a lot of other things we could be doing. We do have other hobbies, different interests, and things we could be doing with my time besides running a game. However, we want you, the players, to be happy, enjoy yourself, and to have something meaningful. We have always assumed that this meant giving you complicated and in depth stories, intricate plots and more than your run of the mill, "Oh look, another Sabbat pack is attacking the Elysium. Let's go kill it." We had been lead to believe that this was the direction the players wanted the game to lead in, being more political, more thoughtful and occasionally harder, because in the end the pay off is so much better.
11. It's the World of Darkness. We've gone over this a million times before. It's tragedy, bitterness, pain and suffering just as much as it is hope, salvation, redemption and reconciliation. It has mature themes and we expect you to be mature players. For all intensive purposes it is the "full contact club."
12. Storytellers are human too. We also have feelings, and you hurt them constantly. We have cried about what people have said, and spent many sleepless nights because folks have flippantly dismissed our plots, NPCs, or the entire game. We put blood, sweat, tears, love, thought and effort into this game, most of which we are not able to enjoy personally. We live vicariously through the players' characters, we want to see you succeed and overcome. Also, please stop attacking us, threatening us when things don't go your way or talking about us behind our backs. We know when you do it; the people you talk to tell us about it. We are not perfect. Occasionally we get angry because people seem to be lazy, unappreciative, and whiney, but we try to help them work out their problems and get through it as opposed to just telling to you blow off and die. If you come to us like reasonable individuals and explain your concerns, 99% of the time we will be understanding and willing to work with you. There will be times, however, when we tell you to STFU and deal with it like an adult, because, hey, last time I checked that's what all of you are, but those times are few and far between.
13. This ain't your mama's LARP. You know this, that's why you love it (if you play). You as players expect more out of the ST staff. We are more than happy to give that to you, however, we expect more out of you as well. It's a two way street, guys.
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