Rules: Logistics: Game area is buildings 1, 3, and 5, and the part of 7 that makes that into a circle (that is, lobby 7 (both balcony sides of lobby 7) and parts south). The 1st floor of lobby 7 and the infinite corridor are not off-limits, but try to avoid them at time when they are likely to be full of random non-players. The basement-3rd floors are in game; the 4th, where it exists, is not. The segments of stairways going up to the 4th do not exist. The part of Killian inside the "claw" of building 1, bounded by the buildings and the cement walkway, is in game; the rest of Killian is not. The only doors to the outside which exist in game are those which open onto the in-game portion of Killian (the door next to the stairs that lead to 3-270 is not in-game). Game action runs from 8 pm-2 am Friday night; 6 pm-12 am Saturday night, and 1 pm-10 pm Sunday night. Between 6 and 7 pm on Sunday, players can go to the student center and get food, in-character. Try not to hang out at the student center, as most kinds of game action canÕt happen there, with all the non-players around. Wrapup will follow the end of game action; it will be in 1-190. You must be in game during all the times of game action. If you cannot do this, please do not play. Characters start in specific locations each night; please show up to 1-190 half an hour before the start of game action each night, so you can be placed. If you have to drop the game, let me know as soon as you can, and get your packet back to me if possible (or let me know that it's not possible). The control room is 1-203. There is only one GM (Andrea). I will probably end up circulating, rather than being in the control room much. I will try to be fairly easy to locate. If you need a GM, try the control room or the common area, or send a ghost or, if necessary, a player to find me. There will be an envelope on the control room door; if you have a non-urgent question (or anything non-urgent youÕd like to tell me), you can leave a note there with the time on it; I will check the envelope periodically and deal with whatever is in it. I will always show up to game area a little while before the players are supposed to show up; if you want to ask me questions or whatever, you are welcome to do so then. You are also welcome to send email; I will try to read it before showing up to game. Or, you may phone me at home. My phone # is 864-6361 (there's an answering machine, but don't leave incriminating messages, as I have player roommates. I can't imagine a situation where you'd need to, though). My email address is shadow@mit.edu. Non-Game Space: Game action may not take place in Athena clusters, offices, or anywhere the player is not allowed to be. Non-Players and General Etiquette: Rule of thumb for how to deal with anyone who is not playing the game: don't bother them. Try not to have game action happen around non-players; you don't have to stop what you're doing, unless it's really disturbing/inconvenient for the non-player, but if non-players are around, try to tone it down and/or move elsewhere. If you think action should be halted because of the presence of a non-player, call "Non-player halt." All game action in the area must cease. When the non-player is gone, someone should call "3...2...1...Resume." During a halt, people should not move around or change things; the situation when the game resumes should be the same as when it left off. The Guild has most of the classrooms on the second floor and some of the classrooms on the third floor reserved. (non-reserved 3rd floor classrooms are 3-370, 3-190, 3-342) The only floor reserved on the 1st floor is 1-190. You may go into any open classroom, unless it is occupied by non-players; if non-players are in a room we have reserved, you can ask them to leave, but be very sure we have the room reserved first, and only ask them to leave if you really need to. The reason we do not have first floor rooms reserved is that another student organization has them reserved. We do not know when they intend to be using them, or which ones. But this means that there are likely to be lots of non-players on the first floor of 1 in particular, who are having activities in those rooms. Please be courteous and don't piss them off. I have set up the game so that no one should ever have to go into an unreserved classroom, with the exception of 3-370. (If there are problems with 3-370, let me know.) The Campus Police may be around; be nice to them. If they want to talk to me, try to help them locate me (I have told them that 3-270 is the best place to find me). Ghosts/Observers: People wearing white headbands and/or badges saying "Ghost" are observers. They are not playing the game; you can tell them stuff if you want and they will not repeat it to other players. They should generally be willing to do things like fetch GMs for you. If you would rather an observer not follow you, let them know, and they will go away. Some observers are people who have agreed to help out with running the game. They will be somewhat more cluefull than regular observers, and may be able to help with certain kinds of questions, particularly about things like mechanics; depending on the situation, they may be able to act as GMsÑask, and they'll let you know if they can handle your situation. People who fall into this category (at the moment) are Ellen Kranzer, Jan Maessen, Jay Muchnij, and Jamie Morris. The Game As Thesis: Three-Edged Sword is my thesis for the Writing Department. It will include an expository component that discusses issues of the writing process, including differences between the runs, player input, and the interactive nature of the game. I also want to be able to give a rough idea of what happened with the different plotlines. All this means I will be taking notes on what happens; ghosts may be doing so as well. I will also be pumping you for stories afterwards & will welcome any post-game email, info, etc. If you wish to keep out-of-game notes about what happens to you in game, I'd love to see them; the best way to deal with this sort of thing is that the notes are out-of-game, but you cannot refer back to them during the run of the game. Ghosts (and GM) should not be mobbing players; if you feel there are too many ghosts around, feel free to tell them to disperse. Also, if you donÕt want a ghost/GM following you, say so, and they will leave. Please do not put up with being observed if it makes you uncomfortable. I intend to acknowledge all the players by name; please let me know if you do not want your name mentioned. Also, if there is some specific thing that you do not want mentioned in the thesis, let me know that too. My thesis advisor, Janet Murray, will be ghosting (so if you see an adult-type ghost that you don't recognize. . .). She'd love to hear stories & see what's going on; however, as with other ghosts, let her know if you don't want her following you at the moment. Character Packets: Your packet should contain: A description badge. Wear this when you are in game. The reverse side of the Badge will say ÒIÕm Not Here.Ó Put this side face-up if for some reason your player is somewhere that other players might see you, but your character is not. This shouldnÕt happen much, if at all. A stat card. This tells you all the stuff you need to know about your character in mechanics terms: among others, your age and martial stats. Your Appearance B "stat" (really a descriptive phrase) represents what someone would notice on looking at your character naked. If another character sees your character naked, tell them your Appearance B info. If you don't know what a stat means, it's probably something you aren't supposed to know about it (but ask the GM if you're not sure). You may not discuss stats with each other. A character sheet. This tells you who you are and what you're up to. Your character sheet is not in game and you should not show it to other players or directly discuss it with them. You may discuss the information in it. Your character sheet may have two names on it; if so, the top one (which should be the one not in parentheses) is your public name; the bottom one is your real name. When you checked into the inn, you all gave your public names to whichever person took your money and showed you your room and all that. Blue and Greensheets: These give you additional information about things your character knows. Bluesheets are generally about groups and greensheets are generally about mechanics. Do not discuss blue and greensheets with other people (they may not have the sheet, or the same sheet). You may discuss the information in them. Ability cards. These describe special abilities your character has. One side of the ability card describes how the ability works. If it has an effect noticeable by other characters, the other side of the ability card describes the effect; show this side of the ability card to the appropriate characters when you use the ability. You must always show the ability card to anyone it is supposed to affect; if it can affect them from farther away than allows the player to read the card, read the effect to them or do something else to make sure they know the effect. Packets. These are little manilla envelopes with stuff written on the outside. They represent memories and other effects that only happen when triggered. There are several types of packets: Packets labeled with letters (e.g. A, a, QQ) should be opened when you are told to open the packet with that letter. Packets with images, words, or phrases should be opened when you see the image or hear the word/phrase. Packets may also be labeled with events or conditions ("open at 2 am"); these should be self-explanatory. Packets with multiple things written on them must be opened whenever any of those triggers happens. In general, although you only open a packet once, the effect occurs every time the trigger happens (e.g. if the effect of a packet labeled Òhappy birthdayÓ is Òjump up and down,Ó then every time you hear the phrase Òhappy birthday,Ó you must jump up and down). Sometimes, as in the case of recognizing someone, this is irrelevant. If you are in doubt about whether a packet effect happens after the initial triggering, ask the GM. All packets should be opened immediately upon the occurrence of the trigger. If you see someone opening a packet, you notice that person thinking, staring off into space, looking startled, or something to that effect. Normally, packets represent something that your character is not aware of, and you should not act on the knowledge that you have packets. This includes looking for (or avoiding) the trigger for opening a packet. The exception to this is packets labeled ÒconsciousÓ: your character is aware of the trigger and of the fact that the trigger will jog the characterÕs memory; you may act on this information. Item cards. These represent items your character is carrying. Unlike most other things in your packet, these are in game. You can stash them, give them to other characters, and generally do things with them that you can do with items. Phys reps: Some items are represented by physical objects. Phys reps will have a dot on them with description, ID number, etc., or they will have an associated item card. If you're not sure what a phys rep represents, ask the GM. Note that your packet does not actually contain all these things: notably, item cards and phys reps are missing. These will be handed to you when you show up on Friday. If there is something in particular you think should be in your packet but isn't, ask the GM. You should also have a copy of these rules and a copy of the scenario. Sadly, they aren't online. I'll have extras around. Some Notes on Items: Some items may be especially bulky and take special effort to move. Such items will be labeled "N-dot bulky" (note that they will not have actual dots). Each "dot" represents one hand that needs to be used to carry the object; thus, a normal person can carry a 2-dot bulky item, using both hands; a 3-dot items requires 2 people, but one of them will have a hand free; 2 people can also jointly carry a 2-dot bulky item with one free hand each. If multiple people are carrying an item, it should be clear to onlookers which people are carrying the item, even if it is awkward for all the players to be touching the item card. Bulky items may not be concealed. Non-bulky items with phys reps can be put anywhere you can put the phys rep (but be reasonable: if your boffer is squishy, that doesn't mean you can stuff a sword in your shoe). Items without phys reps can be put anywhere you can put the items card, but again try to be somewhat reasonable. If you are wearing an item (e.g. jewelry), you should display the item card and phys rep (if any). You can wear an item concealed if your player is wearing clothing that covers the appropriate body part (e.g. if you are wearing gloves, you can "wear" a ring without displaying the card). If you are doing this, and another character sees your character without the covering piece of clothing (e.g. your player takes off the clothing; your character takes it off to show the concealed item; the two characters have sex), you must show the item to the other player and tell the player that you are wearing the item. Bodies are 2-dot bulky items. Some items (notably swords) will have packets attached to them. For weapons, open the packet when you draw the weapon. Otherwise, the packet will probably say under what circumstances it should be opened; if it doesn't say anything, open the packet when you pick up the item. Rubber stamps represent seals/signets; inkpads represent sealing wax. If you see the print of a rubber stamp, you see that symbol, printed in wax. Weapons are generally represented by foam boffers (big for swords and other large weapons, small for knives). Everyone has a knife; if you have some other weapon, I will let you know. Boffers, like other items, will be handed out later (if you have your own boffers, that's great; my supply is limited). Weapons also have items cards associated with them; attach the item card to the boffer. About Numbers: Various things in game have ID numbers on them (notably description badges and item cards). These numbers represent an exact description of the thing that has the number. They are not in-game, and may not be discussed or written down. However, descriptions on badges, items, etc., represent what the thing generally looks like, and may be freely discussed. The first digit of a character's ID number represents the character's apparent age in decades. Holy items are readily identifiable (they feel powerful). If an item is holy, the third digit of its ID number is a 7 (non-holy items have a different third digit). Martial Combat: You will have 3 combat stats on your stat card: Martial Attack (MA), Martial Defense (MD), and Martial Delta (MDelta). MDelta points are variable: they can be added to either your attack or your defense. To have a martial combat, you must be within Zone Of Control (ZOC) of the person you are fighting. ZOC is defined as "close enough to touch fingers with the other person when you both have your arms outstretched." To initiate combat, say "Martial Attack" to the person you are attacking. The person must respond with "Martial Defense." There is no surprise mechanic; just respond as quickly as you can. Martial combat goes by rounds. For each round: each of you decides where to assign your MDelta points; these may be split up in any way you like between your MA and MD (only integers, please). Figure out what your total MA and MD for this round are. When both combatants are ready, each one tells the other "Martial Attack ." Without telling the other person, subtract your MD for the round from their MA for the round. Any positive remainder is the amount of damage you take, in hit points (subtract the damage from your Hit Points). If you reach 0 or fewer hit points, you are unconscious. You may reassign your MDelta for each round. You may use less than your full MA, MD, or MDelta, if you wish. However, you must apply the full bonus for any weapon you are wielding. At the beginning of a round, either combatant may say "Break." If the other combatant answers "Break," the combat is ended. Otherwise, the round continues as normal. Combat continues until one person (or more) falls unconscious, or until there is a Break. If multiple people are in combat, each person chooses one target to attack. You defend against the person attacking you. If multiple people are attacking the same person, the defender can split his defense among the attackers. If you want to use a weapon in combat, you must have it out before Martial Attack is declared. You may draw a weapon in combat; it takes you one round to do so, during which you cannot attack and your MD is reduced to half (round down). Someone else may hand you a weapon during combat, if they are in your ZOC and not engaged in combat; the penalty is the same as that for drawing. Average martial stats are: Hit Points (HP) = 12; MA = 6; MD = 3; MDel = 2. Knives give +1 MD. Other weapons have variable effects. Stun Damage: If you are fighting barehanded, you do Stun Damage to your opponent; if you are wielding a weapon, you do normal damage as described above. Stun damage acts like normal damage in all respects except healing rate. Stun damage heals at the rate of 1 Hit point every minute after combat ends. If you are knocked unconscious by stun damage, the damage begins healing when you regain consciousness. Unconsciousness: If your Hit Points go to 0 or below for any reason, you fall unconscious. You wake up 10 minutes later with 1 Hit Point. If you are unconscious for any reason, you wake up in 10 minutes, unless you know otherwise. Anyone may knock out a helpless (or willing) target without taking them town to 0 hit points. Anyone may also hit an unconscious person on the head to keep them unconscious for another 10 minutes. If this happens more than 5 times in succession, the person being hit dies. To knock someone out (or keep them from waking up), you must be in ZOC of the target and say "I knock you out. . .1. . .2. . .3" Anyone who is within ZOC of you may stop you by saying "I stop you." Death: Anyone may administer a Killing Blow to an unconscious or helpless target. To do this, you must be in ZOC of the target and say "Killing Blow 1. . .2. . .3." Anyone who is within ZOC of you may stop you by saying "I stop you," before you finish counting (the count needs to be approximately a second per number). If you die, leave your badge where you died to represent your body (you can stick around playing a dead body if you feel like it, but remember not to give anything away to any players who might find you). Please tell the GM as soon as possible if you die. Healing: If you are at less than your full Hit Points, you gain them back at a rate of one per night (i.e. sleep cycle). Healing effects may be available in game: it is known that physicians and some priests (mostly Amberdines) can heal people to varying extents; some drugs also have healing effects. Searching People: Never actually search players, or their belongings. To search an unconscious, helpless, or willing target, say "I search you." The searched player must then give you all game items he has on him. This takes as long as it takes; searchees, don't dawdle. Anyone in ZOC may stop you from searching someone by saying "I stop you." To search a bag, tell the player who owns you are searching the bag & let them get the items out. To search a bag left lying around, put a sign on it saying "stolen," and talk to a GM. Searching a person does not automatically mean searching the bag they are carrying; you must explicitly say you are searching the bag as well. Some Random Stuff In Game: Guns: there are no guns in game; there are no things represented by disc guns or dart guns in game. Headbands/Armbands: A colored cloth around an item or a person's head or arm indicates something interesting. If you see one, ask, and the person will tell you what you see. Blue head/armbands indicate the military uniform of the soldiers who have taken over the town. Green head/armbands indicate uniforms of the Kingdom. Purple head/armbands indicate uniforms of the Empire. Money: Money is not significant in game. Assume you have enough pocket change to pay for your room, food, etc. Locks and keys: Some things in game have locks. They will say so on them. You need a key to open something that is locked. The item number on the key will match the lock/item number on the locked item (a non-matching key will not open the lock). Furniture: Some in-game furniture will be represented by 8.5 by 11 pieces of paper. These will say "game item" on them. Real-life benches represent benches in game. Other real-life furniture can be used in game (feel free to sit on those chairs), but does not count as game items. Dots and packets: You may see dots or packets posted in various places. These mean nothing to you unless you know otherwise. You cannot discuss them with other characters. Numbers on dots and packets function like item numbers; you can read the number even if you can't do anything with the dot/packet. Sex: characters having sex is represented by the players spending 15 minutes together (presumably alone, though if you're into spectator sports. . .). Tell each other your appearance B "stats" and show each other any concealed, worn items. Game Halts: If you need to halt the action (e.g. because there is need for a GM ruling), call "Game Halt." This works the same as a non-player halt. Please try to avoid game halts; hopefully, there will be no need for them. Safety: There is no running rule; please try not to have players running if at all possible. In general, don't do anything dangerous; if you find yourself doing something dangerous, stop. Note on Rules: These rules are not all-inclusive. If you run into a situation not covered by the rules, use common sense if it's applicable & ask a GM if it's not. GM rulings & rules modifications are final; if the GM is contradicting the rules, point it out, but the ruling may stand anyway. Special Thanks: To Janet Murray & Ed Barrett for letting me do this as a thesis. To Jamie Morris, Heather Grove, and Jay Muchnij for running errands. To Megan McCallion and Ellen Kranzer for their help in getting me out of plot & mechanics holes, and particularly to Ellen for spending lots of time generating packets and so forth for the first run. To the helper ghosts for helping. And of course, to the players for playing & for putting up with the thesis strangeness. Final Note: So, it's obvious, but the point of the game is to have fun. Be nice to the other players, be nice to yourself, be nice to the non-players. Don't do anything dangerous. If things get out of hand, please take a time out to calm down a bit and resolve things. Remember the difference between players and characters. Players should not touch each other unless they know it's OK by the other player. If you are not sure whether someone is upset in or out of character, it's a good idea to ask. Treat the other players with courtesy. Enjoy the game.