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\outer\def\beginsection#1\par{\bigskip\vskip\parskip
 \message{#1}\leftline{\bf#1}\nobreak\smallskip\noindent}
\newbox\temp
\centerline{\bf Discworld}
\medskip
\centerline{The Number Between 7 and 9 is Not a Prime Number%
\footnote{$^{1}$}{a.k.a. ``Shades of Black'', ``The Ankh, it is a-Changing'',
``Midnight in Morpork'', ``Slowlight'', ``The Penultimate Weapon'',
``11:52 PM''$^{2}$,$\ldots$}}
\vfootnote{$^{2}$}{i.e., eight minutes to midnight}

\beginsection 0. Copyrights, Thanks, and Blame

All three to Terry Pratchett, who wrote this world in the first place,
and then said we could use it.\footnote{$^{3}$}{Pretty neat, huh?} This
game is copyright \copyright 1994 by Tom Giordano, Kathleen Mahoney,
Megan McCallion, Eric Rains, and Rebecca Rapoport; all rights
reserved.\footnote{$^{4}$}{Blame Eric for the really silly stuff, Megan
for the rules, and Kate for not making them take out the ridiculous
stuff.} Except those parts which are copyright William Goldman, the BBC
and the Deryni GM's (Laura Baldwin, Rob Gates, Jen Hawthorne and Lisa
Miller).  Special thanks to Dean Chung, John Grothendieck, Leslie Hakala
and Laura Baldwin.  This game was written under the auspices of the MIT
Assassin's Guild, with all of the committments that implies.

\beginsection 1. Common Sense and the Real World

Discworld is a game.  It's not real.  Read these rules, even if you've
played for years -- there are some interesting differences.  Realize
that most of these rules are unenforcable.  Follow them because there's
no point if you don't.  Ask the GMs if you have any questions.  And
remember, all gm rulings are final.

These rules are incomplete.  If you haven't played an Assassin's Guild
game before, talk to a GM for clarification.

While playing the game, remember that the real world still exists.
Don't endanger yourself.  Don't do anything illegal.  Don't hurt other
players (for example, by slamming doors on them).  Remember that there
are people around MIT not playing the game (NPs).  Don't make them
uncomfortable, and don't prevent them from going about their lives.  If
you encounter a Non-Player, try to look natural.  If you're in the
middle of combat call an NP halt.  If you have a problem, contact a gm
as soon as possible.

For some pretty obvious reasons, no game action can take place in the
bathrooms. Don't stash items there, don't hold game conversations, etc.

\beginsection 2. Character Packets

You should have the following in your packet, or a reason why not:

{\bf Badge} with a description of your character and a number.  Wear
it visibly at all times.  Give the badge holder back to the GMs at the end
of game.

{\bf GreenSheets}\footnote{$^{5}$}{These will not be green, but will say
``greensheet'' on them} describing the events pre-game, or knowledges
your character has.  Read these carefully.  You may never show these to
another player.

{\bf Character Sheet} describing your character.  This is right, even
if it contradicts the scenario, rules, or description of the world.  It also
contains lists of items, abilites and other sheets you should have.
Don't show this to another player.

{\bf Red Headband} for use as described in the Killing Blow section.
Please return this to the GMs after game.

{\bf Death Card} to be filled out upon dying.

{\bf Red or White Clips} to be worn on your badge.  More on this later.

You may also have:

{\bf Ability Cards} explaining the mechanics of an ability (which may
supersede these rules).  Show the back to anyone on whom you play the
ability.  Some abilites have effects no one could notice; you will not
get ability cards for these abilities.

{\bf Items} will be represented by real items with stickers, or by
item cards. Real items will be given to you immediately before game.

{\bf Footnotes} There will be in game some packets that say
``Footnote''.  Open these whenever you feel like it.  They'll be
something amusing about the game or Discworld.    

{\bf Scenarios and Knowledge Sheets} describing events you remember, or
things you know how to do.

{\bf Memory Packets} are small envelopes with something written on them.
Open them when you encounter that something.  (A number by itself is a
badge number, a word in quotes is anything you hear or read, item \#ABC
refers to an item).  You shouldn't act on the fact that you have these
memory packets.

\beginsection 3. Stuff

\beginsection Items 

An item represented by a real object is concealable if the object is.
An item with a colored dot on the item card is not concealable.  Dotted
items are heavy, taking one hand per dot to carry. A body is a 3-dot
item.  You can drag a 3-dot item at a slow walk.  Some items may be
represented by full sheets of paper.  These items are not moveable.
(Multiple people can also work together; if you have n hands, you can
carry an $n$-dot item, and drag an $n+1$-dot item).

\beginsection Ingesting stuff

Some items, like food and drink, will have a packet on the back.
If you ingest one, open the packet and follow the instructions.

\beginsection Drunkenness

Your character can get drunk in game.  Your character can also get knurd
in game.\footnote{$^{6}$}{The GMs will be particularly unimpressed if your
player gets drunk in game.  If your player gets {\it knurd} in game, on the
other hand, we will be impressed.  We'll probably eit you for it anyway,
though.}
(Knurd is the opposite of drunk.  Reality is a whole lot realer when
you're knurd.)  An average dose of an alcoholic beverage will give you a +1.
An average dose of klatchian coffee will give you a -1 (if they have no
packets, assume this is the effect).

\medskip
\newbox\temp\setbox\temp=\hbox{Drunkenness Level\quad}
\halign{\hfil#\quad&\vtop{\parindent=0pt\advance\hsize by -\wd\temp%
\strut#\strut}\cr
Drunkenness Level&Description\cr
        -2     &You're really knurd. What is going on?  What are all
                these classrooms? Reality is just too much for you.  
                Go unconscious for 10 minutes.  Upon waking, you'll be at
                drunkenness level -1.\cr
        -1     &You're knurd. Reality hurts.  You're just a miniscule part 
                of the entire universe.  Roleplay accordingly.
                You lose 1 HitPoint and gain 1 cheat.
                Effects will wear off in an hour.\cr
        0      &You're sober.  How dull.\cr
        1      &You're drunk.  Roleplay accordingly.
                You lose one RPS symbol (choose when you lose it), and gain 1 HP.
                Effects will wear off in 1 hour\cr
        2      &Why is the world spinning so much?  Ow.
                Go unconscious for 10 minutes.  Upon waking, you'll be at
                drunkenness level 1.\cr}
\medskip
You start out at drunkenness level 0, unless told otherwise.

\beginsection Locks

Locks are index cards on doors; one side says locked, the other
unlocked.  Flip the card when you lock or unlock the door.  The number
on the lock matches the number of the key that will unlock the door.
Some keys may have x instead of a number in some places.  An x matches
any digit.  Thus the key 3xx matches lock 328, but not lock 3MT or 433.
While a door is open, you can lock and unlock it as you like.  Doors may
have lock cards on both sides of the door.  These locks are independent.

\beginsection Wacky Magical Items

Some items may have a packet attached with a phrase on it.  These are
magical items.  To use them, touch the item, say the incant, and open
the packet to find out what happened.

\beginsection Knobs/Switches/Secret Doors

These are represented by manilla envelopes around the playing area with
a dot or a description.  Open the envelope if you want to use them.

\beginsection Technological Items 

To frob with a technological item (most likely represented by a
full sheet of paper), you must have the technological skill listed.

\beginsection Languages

Some items may have a packet that says ``Language: Foo''
You may open and read the packet if you have the ability to read
language  ``Foo''.

\beginsection 4. Hurting Other People

Don't hurt other players (see the section {\bf Common Sense}).
Popular methods of hurting other characters are described as follows:

\beginsection Zone of Control (ZOC)

If you can touch, you're in ZOC of each other.  If you're not happy with
this definition, ask for a GM demonstration.

\beginsection Killing Blow 

Killing people is not easy.  Get in ZOC of your victim.  Say ``Killing
Blow''. Count to three out loud.  If no one stops you in that time, you
have succeeded in hacking your victim.  It was messy.  Put on your red
headband.  To stop someone from killing, martial attack them.  (Note to the
killed: If anyone killing blows you, make sure they put on their red
headband.  Think of it as your last revenge.)

\beginsection Martial Combat 

The average human has 3 hit points and no cheats.
Abilities do not work in combat unless the ability card specifically
says they do.

Combat takes place using the modified Rock Scissors Paper system.  The
attacker calls out ``Martial Attack''.  The victim needs to say
``Martial Defense'' within a count of three, or is ``Surprised''.  Now
play RPS.  (Showing symbols on ``1-2-3-Show'') In case of ties, neither
party loses a hit point.  A cheat (the thumbs-up symbol) always wins.
The number of cheats a person or weapon has is {\it per combat}.  A
special (index finger, pinky and thumb) loses to every other symbol, but
has some interesting effect.  (If a special is used on you, ask the
player what happened.)  If both players play cheats, they both lose a
hit point.

\beginsection Weapons in Combat

If you do not have a weapon out (out means not concealed in clothing) when
``Martial Attack'' is said, you cannot use that weapon until combat is
over.  Combat is over when someone ``breaks'' or someone falls unconscious.

\beginsection Multiple Person Combat

Before showing your symbol, point at one person.  You are attacking that
person.  Your symbol defends against anyone who's attacking you.  You
lose one hit poit everytime you lose RPS against a person who is
attacking you.  Similarly, the person you are attacking is the
only person to whom you can do damage, and only if you beat them in RPS.

\beginsection Surprise

If you are surprised, you can't show a symbol.  If you don't show a
symbol you lose to everything.  If your attacker uses a club, you are
knocked unconscious for 10 minutes.

\beginsection Break

If you wish to stop fighting, call break instead of showing a symbol.
If the other person breaks, then combat is over.  Step out of ZOC.
Else, you lose a hit point, and then the combat is over.  Step out of
ZOC.

\beginsection Weapons

Assume that any projectile (gun, dart, foam pellet, ping pong ball, etc)
is a weapon.  Ask the wielder to describe it.  Remember, never aim for
the head.

Some weapons are reasonably standard:

{\bf Clubs}
A club is represented by a foam boffer.  If you think you can get one,
ask a gm for one.  If you use a club and you surprise someone, they are
knocked unconscious.

{\bf Knives}
Bladed weapons are represented by tape labelled boffers.  Remember, the
tape is the blade, not the handle.  Such weapons will describe the
advantage they give their wielder (eg., one cheat for a knife).

{\bf Crossbows}
Crossbows are represented by standard patrol dart guns.
If you are hit by a crossbow bolt, fall down and drop whatever you are
carrying.  If you are hit in a limb, you lose the use of that limb.
If you are hit in the head or torso, you are unconscious and will be dead
in 10 minutes.

{\bf Weirdness}  A patrol gun with tape or an elastic band around the
barrel is {\it not} a crossbow, but is glowing hands.

\beginsection 5. Being Hurt/Getting Better

\beginsection Unconsciousness

If you are brought down to 0 hit points in martial combat, you go
unconscious for 10 minutes.  You wake up with 1 hit point.
Drunken unconsciousness, knurd unconsciousness, and dying from crossbow bolt
to the head/torso all take 10 minutes.

Searching an unconscious body takes as long as it takes the player to
hand over all the stuff.  Try to be reasonable.

\beginsection Getting Better

You regain 1 hit point every 30 minutes (starting from the time you regain
consciousness if you went down to 0 hit points). You've never seen
anyone successfully recover from a crossbow bolt, but it happens that
way in stories, sometimes.

\beginsection Dying

If you die, please fill out your death card and give it to a gm.

\beginsection 6. What you see and What you get

\beginsection Colored Headbands

\indent{\bf White}
Someone wearing a white headband is an observer, not actually playing.
You can ask them to find a gm for you, tell them amusing stories, etc.

{\bf Yellow}
Someone wearing a yellow headband looks strange.  Not
necessarily frightening, but not necessarily human.  Ask or look
carefully at their badge to find out more.  Not all yellow headbands
represent the same strangeness.

{\bf Purple}
If you see someone wearing a purple headband, your character gets the
feeling someone is watching.  You {\it cannot see or follow} the person
wearing the headband.

{\bf Red}
A person wearing a red headband is covered with blood.  (Or maybe it's
tomato sauce.  Hard to tell.)

{\bf Blue}
Someone wearing a blue headband is soaking wet.

{\bf Green}
If you see someone with a green headband on, run away.  They have many
tentacles, and look likely to slurp you (aka Bel-Shamharoth).

\beginsection Clips

Some items have blue or white clips on them. If you conceal such an
item on your person, (ie stick it in a pocket) put the clip on your badge.
You need only have one clip of each color on your badge at a time.
If you stash an item with a clip on it, put the clip somewhere vaguely
near the item in plain sight (like on the room description).
These clips mean nothing to you at all.  Try to remember to remove the
clip and reattach it to the item card when you get rid of the item.

\beginsection 6. Assorted pieces of information

\indent All lights in the playing area are actually immovable torches.

The elevators in the game area are just a very effective way of getting from
one floor to another.  Feel free to use them.

GMs will be wearing badges that say GM, or buttons from old games that
say GM.  We promise to go to 34-101 if we have nothing better to do, so
if you need us in game, you can look for us there.  A corner of 34-101
will be set aside for non-game items, although we can't promise it will
always be under watchful eye.

Show up to 34-101 Friday at 7:30; earlier if you have questions.  You
can also zwrite the GMs with questions (at the accounts justom and
endeavor); we're likely to be online after the rules seminar and on
Friday afternoon; and you can always mail us at disc-gms.

\beginsection Answers to Questions

\indent A special beats not showing a symbol.

A list of things new players should ask a GM or an experienced player about:
\medskip
\item{1.} Going Not Here
\item{2.} Game Halt.  Good and bad reasons to call one.
\item{3.} What constitutes a game action.
\item{4.} What metagaming is, and how to avoid it.
\item{5.} Exactly which building is which.
\item{6.} Where to find the bathrooms.
\item{7.} What sort of things to bring to a game (Clothing with lots of
pockets (or a bag), a watch, anything you want to eat during game, a sense
of humor).
\item{8.} Strategies for not getting killed in the first hour of game.
\bye
