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\newcommand\gamename{Sunlight and Shadows}

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\begin{document}

\begin{center} \Huge Rules for \gamename \end{center}

\begin{center}
Written by {\bf Andromeda Yelton and Matt Wander}. \\
Run by {\bf Andromeda Yelton and Michelle Goldberg}. \\
\end{center}

\vspace{\baselineskip}

{\bf \gamename} uses some of the Standard Rules.  If you are not
familar with Guild standard rules, please {\em read them.}  They're
available in {\tt /mit/jemorris/Rules} and at {\tt
http://web.mit.edu/jemorris/Rules}.

The GMs reserve the right to break the letter of the rules to preserve
their spirit.  All GM rulings are final.

\vspace{\baselineskip}
{\setlength\parindent{0in} \bf Places and Times:}
This overrides everything in the ``Game Areas and Times,''
``Administration,'' and ``Athena and Phones'' sections of the standard
rules

\gamename{} will run in the publically accessible areas of the third and
fourth floors of buildings one, three, five, and seven.  No game
action, including conversation, may take place outside of that area.
Room 3-370 is reserved for game use for all of game time; 3-343,
3-442, 1-379, and 1-390 are reserved for game use except during the
day on Saturday (our reservation begins at 6pm).

Players may freely enter and leave the game area.  If you will be
leaving the game area for an extended period of time, please let the
GMs know.

The game will begin at 6pm on Friday, March 31st, and run until about
dinnertime on Sunday (to be determined).  At least one GM should be
available in the game area at all times while the game is running
except from 1am (or so) to 9am on Friday and Saturday nights.  Players
are free to continue action in the absence of the GMs, but any action
requiring a GM will force a halt until a GM returns in the morning.

Email, zephyr, or phones may be used to locate players and ask when
they will be in the game area or request that they come into game, but
no game information may be conveyed.

The game space represents a section of Darkmoor.  Each character also
has a room in Darkmoor available to him or her for the duration of the
game.  These rooms will be represented by file folders labeled by
character name in a box outside of 3-370.  A character may go to his
or her room by going to the box, and when there, may allow or deny
entrance to anyone else.  Items may be left in rooms.  If you are
conversing in a private room, take the filefolder for that room short
way down the hall from the box, and hold it so that passing players
can see it.  Conversations in private rooms may be eavesdropped on.
Your character can be in his or her room when your player is out of
the game area; leave a note or your badge in the filefolder.


\vspace{\baselineskip}
{\setlength\parindent{0in} \bf Statistics:}

Hit points (HP) represent how much damage your character can take.
Cheats and Blocks indicate how many of each of these moves he or she
may use per combat.  (See ``Combat'' for more information.)

Willpower represents your character's strength of mind.  It cannot fall
below zero, nor may you spend more points of willpower than you currently
posses.

Every four hours -- at 9pm, 1am, 5am, 9am, 1pm, and 5pm -- you recover
one hit point and one point of willpower, not to exceed the number you
had at the start of game.  If you are unconcious or in combat, gain the
points when you wake up or the combat is over.

Thieving defense (ThD) represents how alert or sensitive your character
is, including how difficult it is to steal something from him or her.  See
the paragraph on stealing things, under ``Items''.

X is not meaningful to you unless you know otherwise.

You are free to discuss any of these numbers except X.

\vspace{\baselineskip}
{\setlength\parindent{0in} \bf Items:}  This overrides the standard rules
sections on ``Items'' and ``Searching'' except as indicated.

Items are represented by white cards with an item name, number, and
description.  They are in game and may be shown to others, given away,
stolen, and so on.  In general, if a player can see an item card, the
character can see the item, and the player may read the item name and
number on the card.  Some items may have attached packets, which will
be marked with either the conditions under which to open them, or a
letter; do not open packets marked with a letter unless you know
you can.

There are no required props or physreps.  If you are wearing an item
visibly -- including accessible weapons -- display the item card
so that it is clearly visible to other players.

Items marked ``non-concealable'' must be displayed visibly if carried
and may not be hidden in small spaces.

Dead or unconcious {\bf bodies} are non-concealable and can be dragged slowly
by one person or carried at a walk by two.

{\bf Ingestible} items are represented by folded, stapled slips of
white paper with the item name and description on the outside.  If you
eat, drink, or otherwise consume the item, unfold the slip and read
what it says inside.  Once you have unstapled the slip, you are
committed.  The effects of ingestibles are cumulative, overlapping in
time.

{\bf Documents} written by characters in game should be clearly
labeled as game items.  If in doubt about whether written information
is a game item, consult a GM.

% should something be said here about signed contracts?

Consult a GM if you wish to {\bf destroy} an item.

You may {\bf hide items} anywhere in the game area so long as the
space in which the item is being hidden is sufficently large for the
item (rather than just the item card -- be reasonable), and as long as
the hiding place is within reach of the GMs (who are both 5'3''ish).
Game items may not be hidden in trash cans or among out of game
personal belongings (or things that look like them).

To {\bf search} a game location, do so.  To search a character's room,
you must first obtain access to that room -- consult a GM.  Searching
people works as per the standard rules.

There are abilities that allow people to {\bf steal} an item that
someone is carrying.  All such abilities will have a ``Thieving
Attack''.  If such an ability is used on you, compare the ``Thieving
Attack'' of the ability to your ``Thieving Defense'' statistic.  If
their attack is higher than your defense, the attacker takes one item
from you (as specified by their ability card); you do not notice the
theft at the time, and will not notice that the item is missing for at
least five minutes unless you have an immediate and specific reason to
look for it, and might not notice for several hours if it is an
infrequently used item.  If their attack ties or is no more than four
below your defense, they take nothing and you notice nothing.  If
their attack is five or more below your defense, you notice the
attempt at stealing something from you.  Items being worn or carried
openly have an extra five points of thieving defense; non-concealable
items have an extra ten points of thieving defense.


\vspace{\baselineskip}
{\setlength\parindent{0in} \bf Combat:}  This section ammends and extends
the standard rules on combat.

Physreps are not required for weapons, but the item cards for accessible
weapons must be displayed openly.

There are no ranged weapons or explosives.

The martial combat system in use is a variation on the ``Rock, Paper,
Scissors'' system, with cheats and blocks with the following modifications:

{\setlength\parindent{2\parindent}
Hits do one hit point of damage unless modified by weapons or
special abilities.

Everyone has ``Cheats'' and ``Blocks'' statistics that indicate
how many of each they can use per combat.

Both parties take damage on a tie.

Weapons carried accessibly (item card displayed visibly) may be
drawn during combat.

You may move one ZOC per round of combat, if there is a clear path
for you to move along.
}

On reaching zero or fewer hit points, your character falls unconcious.
(If your character has exactly zero hit points, you may spend one
point of Willpower to remain concious and active; another point of
damage will knock you out.)  Ten minutes after falling unconscious, he
or she will wake up with one hit point unless someone does something
to prevent this.

Killing blows, knockouts, and death are as specified in the standard
rules.

Humans have one to twenty hit points, averaging about ten.  A complete
novice would have no cheats or blocks; a trained fighter might have
three to five of each, possibly more with weapons and armor.  Wielding
an edged weapon increases the amount of damage you do with each hit to
two points unless otherwise specified on the item card.


\vspace{\baselineskip}
{\setlength\parindent{0in} \bf Miscellanea:}

There is {\bf no player running}.  Distances do not change in a chase.

If your characters decide to have {\bf sex}, find a place of whatever
degree of privacy you deem appropriate, and exchange backrubs.  (Or not,
if that doesn't please the players, but do indicate to any players who
observe you what your characters are doing.)

Every player may have a {\bf not-a-game-item notebook} in which they
may freely write down game information for their own reference.  The
contents of this notebook may not be examined by anyone but the owning
player.  Written materials given or shown to another character become
game items and must be clearly marked as such.

\vspace{\baselineskip}
{\setlength\parindent{0in} \bf Credits:}

Sunlight and Shadows was written by Matthew Wander and Andromeda
Yelton.  It was originally run in April of 1997 at Harvey Mudd College 
in coordination with the Scions of Taliesin.  It has been revised by
Andromeda Yelton and is being run by Andromeda Yelton and Michelle
Goldberg.

Andromeda would like to thank the following people: \\
Matt Wander, who generously agreed to this revision; \\
Nick Carroll and Mathias Gehl, who contributed much time and talent to 
the first writing; \\
Kevin Sours, Cameron Rose, Ryan Haskett, and Amy Priest, who helped
run SnS in 1997; \\
Craig Thalhauser, Justin Robinson-Prickett, Ben Barden, and Julia
Davis, who played in the first run and offered their suggestions for
improvement; \\
and J Muchnij, our illustrious zampolit, who was wonderfully scary even if 
he didn't bake any cookies.
% and the affable and wicked-smart Mikka, who agreed to help with this
% silliness and has been infinitely motivational.

\end{document}
