| APRIL 15, 2000 |
| Head Storyteller: : | Jill Bell | 934-0631 | cenobyte@dlcwest.com |
| Narrator | Mitch Haggman | 934-0631 | mitch@byte-me.org |
| Narrator | Seamus Paterson | 955-1396 | lord.vader@home.com |
Sunrise/Sunset Info: Twi: 5:20am, Sun Rise: 6:09, Sun Set: 8:09pm,
Twi: 7:20pm
For tonight, OOC time is 8:00 pm, same as IC time
"Cecil Adams (author of the newspaper column,
The Straight Dope) said with regards to role-playing games: "a lifetime
of Parcheesi does not adequately prepare you for this." He’s right. Your
biggest problem will be breaking out of the straightjacket that games like
Parcheesi, Chess, and Poker have put you in. There are no “moves” in role-playing
games, nor are you confined to any specific actions. You make choices for
your character as creatively as if you were writing a book. You don’t need
to be worried about whether or not you are “allowed” to do something. The
only thing restricting what your character can do is the situation your
character is in.
It is also sometimes easy to get into an adversarial
relationship with your Editor. Why? Because you are playing the “hero”
and the Editor will be portraying all of the “villains” that the hero meets.
It helps sometimes to stop and remember that this is not a competition
between the Players and the Editor. The goal is to have fun, creatively,
together. If you want an adversarial competition, you can always play hockey.
Once you realize that role-playing games have
rules you might fall into one of two “rules-lawyer” traps. Games have rules
that explain what happens when, for example, your character is attacked
by a dragon, or what happens when two space vessels race to the same destination.
But these rules are almost always there as guidelines. They describe what
normally should happen, not what always must happen. The first rules-lawyer
trap is to always insist on following the rules, even when there’s an obvious
discrepancy between how all of the Players (including the Editor) want
the game to proceed, and how a certain game rule says an event should turn
out. The overall game should be more important than any specific rule.
Many times, games will not have a specific
rule to cover a rare or odd situation. The second rules-lawyer trap is
to believe that there should always be a rule to cover every situation.
In this case, you waste time and interrupt the flow of the story by searching
through the rule-book for rules that aren’t there.
A related trap is to consider the Editor to
be some sort of omnipotent being in relation to the game, and to consider
the game world to be the Editor’s world alone. The game is for all the
Players, not just the Editor. The Editor is, however, the final arbiter
of game disputes and game questions. There’s no need to waste time arguing
when you could be playing!"