space available for them. (The Committee has been searching for
it's got to be within the greater San Francisco Bay region. So
DunDraCon purposes some years ago.
Post by Peter TreiThese are the basic rules from Mind's Eye Theatre regarding how
the players should behave towards one another. This particular
set are paraphrased from the Oblivion book published by White Wolf.
The Only Rules That Matter
1. It's only a game.
Even if everything goes into hell in a handbasket and your
character can never be played again, it's still only a game.
Don't take things too seriously, as it will spoil everyone's fun.
If the line between the player and the character starts to blur,
the players needs to step back a bit and take some time off. The
Storyteller and other players should constantly be on the watch
for this.
2. No touching.
No touching means no touching. None. Ever. There's simply too
much of a chance that someone will get excited in the heat of combat
or some other stressful situation and proceed to hurt themselves
or someone else, however accidentally. This rule also applies
to running, jumping,swinging on chandeliers through sheets of
plate glass and other overly energetic behaviours that can result
in injuring someone. The core of the game is imagination. If the
players can imagine themselves as someone who's been dead for 20
years, it's within their power to imagine running when you're
really walking.
3. No weapons.
This is a rule strongly enforced by convention security. Props
are a wonderful thing; however, real weapons or anything that even
looks like a real weapon (sword canes, peace-bonded claymores, rabid
trained attack gerbils, matte-black painted waterguns or sword-shaped
toothpicks from a martini) are forbidden. There are too many
paranoid people who will see a prop gun and mistake it for a real
one, or see a costume dagger and will start screaming for the police.
Plus there is the ever constant danger of 'someone could get hurt'.
Leave the real thing at home, no matter how much it fits the character.
If you bring it, it's inevitable that the one time you unsheathe it
to show it off, some idiot will come pelting around the corner and
neatly skewer himself on it.
4. No drugs or drinking.
Drugs and alcohol deter from the imagination the live action
thrives on.Why go through all the trouble of creating another
person to inhabit if the player will only wander out of the
persona in a haze? Also those impaired by drugs or alcohol
represent a danger to those others in the game, both in character
and out. Not to mention the legal issue.
5. Remember, not everyone is playing.
While freaking the mundanes is part of the fun, the game can be
unnerving to those just passing by in the hall on the way to their
own games. Players must be considerate of nonplayers in their
vicinity and allow access to anyone if the gameplay is in a public
area. Gameplay should not block access to anything from anyone.
Nor is it permissible to randomly grab a passerby as a 'midnight
snack' when all they wanted to do is go play another session of
Warhammer. Gameplay should not be so loud as to disturb those
around to the point of calling security. Explaining to a policeman
at 3 AM that a player wasn't really beating up anyone on the
lawn, he was just dragging the other's soul down to the Void, is
often an exercise in futility, no matter how tolerant the hotel is
to the convention.
A. The Pacific Room, which has recently been made available for
LARPS, is accessed through the restaurant. The rule about not
unduly freaking the mundanes goes double here, where people are
not only not playing, they are eating. Let the doors be shut
upon you before you let your plots and your characterizations
unfold.
B. The general DunDraCon rule against wearing masks, which you
can find on the back page of the program book, is bent slightly
for LARPs. You can wear masks, where appropriate, inside the
LARP room; when leaving the LARP room for any purpose, you must
doff your mask and your characterization as you pass through the
door.
Most of the LARPers will be aware of these rules, or a variation
thereof. The GMs should most definitely be aware and will be on
the lookout for instances when these rules are broken. However,
with a 20 to 50 person game running as far as the convetion grounds
will take them, there is always the possibility something will be
missed.
^H^H^H^H^H^H^H^HLARPS than most of us care to have. However,
form of con-going.