BASIC
POLICIES
of the Saskatoon
by Night LARP
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IT'S ONLY A GAME
This is by far the most important rule. If a character is killed, if a plot falls apart, if
a rival wins the day — it’s only a game. Don’t take things too seriously, as that spoils not
only your fun but that of everyone around you. Leave the game behind when it ends.
Playing Mind’s Eye Theatre is a lot of fun; spending time talking about the game is
great. And yet, calling the person who plays the reclusive occult scholar at 5:13 A.M.
on Sunday to discuss the possible cause of the recent juvenile disappearances at the
haunted house is another matter entirely. Maintain perspective.
You might meet mean and nasty characters in the game. Don’t get them confused with the players. The worse a character seems, the more likely it is that the player is just a very good actor. Don’t bring out-of-character likes and dislikes into your character. Also, your character may die, sometimes through sheer bad luck. Don’t take it personally, don’t think that you’ve "lost." There’s no such thing as winning or losing in this game. All that matters is having an interesting time and telling a good story.
NO TOUCHING WITHOUT PERMISSION
It’s easy to get caught up in the game, but not everyone has the same comfort level with personal contact. If necessary, quickly describe what you intend to do out-of-character to the person whom you want to touch, getting their consent. Play it safe; Unless you know otherwise, assume touching isn't okay.
NO STUNTING
Never climb, jump, run, leap or swing from anything during a game. Keep the
“action” in your action low-key. If you can imagine you’re a hard-bitten private detective
immersed in a shadowy conspiracy involving sinister creatures and ancient secret societies, you can certainly imagine that you dive across a table, rather than actually
feeling compelled to actually do so.
NO REALISTIC WEAPONS PROPS
We allow representations of weapons, but it must be clear at first glance that this representation is NOT a real gun, knife, sword, etc. Real weapons of ANY kind, even peace-bonded ones, are NOT allowed. We often play in semi-public places where we can expect police or security to come wandering by; we don’t want any non-players mistaking what we are doing, and we don’t want any accidents.
NO DRUGS OR DRINKING
This one is a real no-brainer. Drugs and alcohol do not create peak performance. They
reduce your ability to think and react, meaning that, among other things, your roleplaying
ability is impaired. Simply put, players under the influence of drugs or alcohol are a danger
to other players, and to the game as a whole. With explicit Storyteller permission, light social
drinking can take place at or before a game, provided no one becomes intoxicated, the game
location allows for alcohol to be served, and all players present are of proper legal age. (Even
though no one should actually get drunk, don’t forget to designate drivers for safe rides home if
any alcohol at all will be consumed at a session.) There’s nothing wrong with playing a character
who’s drunk or stoned, but anyone actually getting even remotely drunk, serving alcohol in the
presence of minors, or bringing any sort of illicit substances to a game is in bad taste at best and
illegal at worst. It’s not being “edgy” or “mature,” it’s simply foolish. Don’t do it.
BE MINDFUL OF OTHERS
Remember, not everyone you see or who sees you is playing the game. A game can be
unnerving or even frightening to passersby. Be considerate of non-players in your vicinity, and
make sure your gameplay actions or conversations are not going to alarm anyone in a public
area. This is especially important given the heightened security levels around the world, even
if you’ve always been careful about such matters in the past. Trying to explain that you didn’t
really kill your friend, that your character just chopped off his head “in-game” to a suspicious
policeman at 3 A.M. is often an exercise in futility. Likewise, hotel security won’t ask if you
were discussing building bombs for purely “in-character” reasons before they call the police
Chances are the of? cers who respond to the call won’t see the humor in it, either.
On an average night a relatively normal-looking group of Mind’s Eye Theatre
players may discuss in things like monsters, cults, conspiracies, supernatural power
and other topics that can unnerve ordinary people who don’t realize a game is being
played. Throw in the fact that your players might wear shocking costumes, be overheard
planning all manner of violent acts or describing gruesome things they’ve “seen,” and
you have the potential for real trouble. Players should get a Storyteller to handle matter
if outsiders look worried, frightened or angry, and more importantly never give in to the
temptation to “freak the mundanes.” While a certain immature set might find it funny to
deliberately disturb onlookers, others realize that doing so only hurts the game, whether
by getting everyone ejected from the play area, causing the authorities to intervene or
increasing the bad reputation this hobby has in the eyes of many people.
While you should enjoy this game and the fun and challenges it presents,
never forget that no group plays in a vacuum. What you look like or more importantly
what you act like while playing can have serious repercussions on those around you.
YOU ARE HERE WITH THE CONSENT OF THE PLAYERS AND STORYTELLERS
Saskatoon by Night strives to be open and accepting, but keep in mind that it is essentially an
"invite only" game(even if all you have to do to get an invite is talk to a Storyteller and say you're interested in checking out the game). Even if you haven't technically broken any rules, if your presence is disruptive that invite can be revoked. Really, this is just a reminder of the last rule...
MAKE THE GAME FUN FOR EVERYONE
Not “win.” Not “Go out and kill everyone else.” Just “Make the game fun for everyone.”
The object of Mind’s Eye Theatre is not winning. In fact, there are no rules for “victory.”
It’s rather like trying to “defeat” a dinner party or “win” a play. There’s nothing wrong
with wanting a direct dominate-and-destroy style of experience, but unless the rest of
your troupe agrees with you, we recommend that you skip live-action play and fire up the
video-game console instead. This isn’t elitism, it’s simple fact. The two types of games are
designed with very different objectives in mind. The goal of live-action roleplaying is to
have fun with friends and to tell great stories in a social setting, not to rack up kills, max
out your dots or to achieve total numerical superiority over other players.
Indeed, in Mind’s Eye Theatre, it’s not about how the game ends, but about the
journey and what happens along the way. It may sound strange, but it’s true: If you play
for only your own amusement, you not only wind up amusing no one but yourself,
but tend to alienate others in the troupe as well. If you play to make the game fun for
everyone, all players are rewarded. Remember, everyone has dots on his character sheet.
No matter how advanced your character is, someone else could be more powerful.
If your character is a total jerk, there are a number of ways to portray such him that
still entertain other players, even if their characters hate yours. Responsible live-action
roleplayers do not hide behind excuses like, “I’m a player and my character is a total
bastard, so I can do whatever I want and the rest of the group can’t complain.” Rather,
they understand the importance of concepts like, “I’m a player, so even if my character
is a bastard — especially if he’s a bastard — I should make sure what I do makes for a better
story as well as meeting my own goals.” It’s a small but absolutely critical difference.
In the end, this ? nal rule is as much a measure of common sense as any other. If you
drive away the other players by making the game miserable, you’ll soon have no game left
in which to demonstrate your bad-ass prowess.
Most of this section adapted from the "The Only Rules that Matter" section of the Mind's Eye Theatre book.
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