@Device(PostScript)
@Make(report)
@MajorHeading(ASSASSIN)

@Heading(Basic Rules)
@Subheading(Spring 1989)
@Subheading(Castles in the Sky)

@Section(Introduction)

The following are the basic rules for the Assassin games run by the
@b(M.I.T. Assassins' Guild).  Please note that since it is often
difficult if not impossible to enforce these rules, the game relies
heavily on the @b(honor system).  We wish to emphasize that this is a
@i(game), played for fun, and we hope that you feel as we do that it
is no fun to win by cheating.

@Section(Really Important Stuff)

@Subsection(The Three Laws)

@begin(itemize)
@b(FIRST LAW):  When in doubt, contact a GM.  If you don't, we will be
more likely to assume intent and react accordingly.

@b(SECOND LAW): When in doubt, do nothing.  Particularly if what
you're thinking of doing stands any chance of hurting someone,
breaking the rules, or getting people mad.

@b(THIRD LAW):  When in doubt, use your brains.  'Nuff said.

@end(itemize)

@SubSection(Deception)

Under @i(NO CIRCUMSTANCES) should you ever misrepresent the rules of
the game to another player.  This will be considered grounds for
expulsion from the game if discovered.  If you have any questions
about whether a particular deception is legal, see a GM.  (As an
example, it is perfectly okay to claim the ability to glow purple, so
long as you do not claim to be glowing purple at that particular
moment.  The former case is your character lying to another character,
which is fine; the latter is @i(you) lying to another @i(player),
which is not fine.)

@SubSection(Violence)

Yes, it's true, sometimes your characters will be engaged in somewhat
violent activities.  And yes, we realize one can ocassionally become
extremely excited by them, and lose one's head.  @b(DON'T.)  Any form
of real violence against another player will not be tolerated.  Not
even a little.

@SubSection(Computers)

Athena and everything connected to it has a game analog in the
Chambers of Speech.  Mail messages, zephyr messages, and so forth all
have their analogs.  Treat them as normal.  Computer files on Athena
accounts have game analogs as well, as do passwords.  Game passwords, 
like game room keys, are anologous to but different from their real-
life counterparts.  (If you are interested in how the system actually 
works in-game, we suggest you ask a mage.)

Forging other people's names on zephyr messages is cheating, unless
the GMs specifically declare otherwise.  Sending anonymous mail is
cheating, unless the GMs declare otherwise.  This is a role-playing
game, not a contest of computer hacking skills.  Using special
privelages on Athena to read someone else's files is cheating.
Game-related espionage, such as breaking into the GMs' files, will
bring down the combined wrath of several generally friendly but
occasionally provokable to violence GMs.  Any computer-hacking that
pisses off Athena or its equivalents is entirely the problem of the
individual(s) responsible.  The Assassin's Guild and the Castles in
the Sky GMs strongly discourage such activity and are entirely likely
to take internal disciplinary action.  You have been warned. 

@include(reality)
@include(packet.contents)
@include(theft)
@include(combat.martial)
@include(death)
@include(kidnapping)

@Section "Closing Notes"

These rules are imperfect, and poorly typed.  Hopefully they will be
improved in later versions, but for now we have to live with them.
Due to these imperfections, we reserve the right to violate the letter
of these rules to preserve the intention.  Anyone attempting to
exploit loopholes in these rules will most likely find that we will
arbitrarily rule against him.  We hope the spirit of these rules are
obvious, but if you have any doubts about our interpretation, call us
up and talk it over with us.  By doing this, you will avoid honest
mistakes that might appear to be intentional.  Once again, let me
emphasize, ALL GM RULINGS ARE FINAL, REGARDLESS OF WHAT THE RULES SAY.

As a formality, I would like to add that we reserve the right to expel
from the game anyone who we believe is intentionally violating the
spirit of either the rules, or the game itself.

Let me also add that much as we hate to admit it, we GMs are human,
and have human failings.   Sometimes when all of our carefully laid plans
start running haywire, we will lose our cool.   Please bear with us as we
are trying to run things the best we can.   In addition, we all have our
little quirks.    Some of us don't want to be woken up at 4:00am
to discuss kidnapping attempts.   Ask a GM who can be called when, and
who will get pissed off if you call at a "ridiculous" hour.  If you
feel a particular GM is being irrational or unreasonable, try your
best to stay cool and rational.  We will appreciate it later, when our
brains turn back on.

Finally, let me add that we would welcome any suggestions on how to
improve the game.  This game has been in a constant state of evolution
since its humble beginnings as a simple Circle game years ago.  It has
become what it is now because of people who cared enough to make
suggestions, and hopefully it will continue that improvement through
your suggestions.

And so... GOOD LUCK, and remember...



@Center(@b(TO ERR IS HUMAN...))

@Center(@b(TO FORGIVE IS NOT OUR POLICY.))

