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I told [livejournal.com profile] gaaneden about this yesterday and my intention of posting it to my game's website and she just started to bug me about posting it.  So, here's a copy for you.

 

Originally posted on the MET Forums on the White Wolf site by Pete Woodworth as the "10 Player's Commandments" and then posted to the Mind's Eye Theatre Community.  This is the distilled version to keep it short, sweet, and straight to the point. 

 

The Player’s 5 Commandments

Don’t be a Jerk: If you’re tempted to do something because the rules technically permit it, but you know it isn’t what they really intend, don’t do it. If you feel like upsetting another player and then hiding behind your character to justify those actions, don’t do it. If you feel the urge to initiate a mass combat just because you can, don’t do it. If you feel the need to steal the spotlight and leave everyone else in the dark, don’t do it. The game will be better for your restraint.

 

Trust Your Storyteller: It’s the nature of a grim place like the World of Darkness for bad things to happen to your character, sometimes even things that may seem inexplicable or outright unfair at first. Remember that the Storyteller is not “out to get you,” but trying to craft a tale that frightens, excites, intrigues and surprises you. That means you must sometimes take it on faith that the he has good reasons for what happens, even if all you can see are the repercussions for your character.

 

Be Honest: A significant amount of live-action activity occurs outside of the immediate supervision of the Storytelling staff. That means an honor system is in place to keep the game running smoothly. If you feel compelled to cheat in a fictional world being created for your amusement, why play at all?

 

Take an Active Role: Don’t wait for the Storyteller to lead you into a new plotline. Each character has her own ways to get into the action. Don’t hesitate to track down leads, dig up dirt, shake down informants, conduct research, crash parties, tail suspects, grease palms, pick locks, play politics, hack mainframes, jump fences, analyze evidence, seduce strangers, translate texts, take chances, play hunches and otherwise have your character do whatever it is she does best to get involved. You won’t regret it.

 

Avoid “Perfect” Characters: You wouldn’t want to watch a movie or read a book about a character who never failed, had everything she ever wanted and wasn’t afraid of anything. So why try to create that character for yourself? “Perfect” characters are really rather boring. They lack for nothing, and so lack motivation to do much. Instead, invest your character with shortcoming and needs, and set goals in each session to resolve or overcome those challenges. Doing so not only ensures you never lack for something to do, but provides the Storyteller with story hooks involving your character.

 

Sorry

Date: 2004-12-20 11:50 am (UTC)
From: [identity profile] markts.livejournal.com
For a moment there I forgot you were talking about a game...

Seems like good instructions for life in the "real" world... ;-)

Re: Sorry

Date: 2004-12-20 11:57 am (UTC)
From: [identity profile] fullcontactmuse.livejournal.com
Ooooh! Life as a LARP. I can smell a "philosphy of life" springing out of this or T-Shirt. Something like "Everything I Ever Needed To Know, I Learned From LARPing!"

Re: Sorry

Date: 2004-12-20 12:01 pm (UTC)
From: [identity profile] markts.livejournal.com
Or,
Front: "Everything I Ever Needed to Know, I learned from playing a vampire"

Back:
LARPs - Not just for playtime anymore.

Re: Sorry

Date: 2004-12-20 12:02 pm (UTC)
From: [identity profile] markts.livejournal.com
Or ---

"Life, according to LARP"

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