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Chivalry & Sorcery 2e

The document outlines the fundamentals of fantasy role-playing games, emphasizing the importance of character creation, game rules, and the structured environment in which players engage. It discusses the significance of a coherent fantasy world based on real cultural patterns, particularly feudalism, and the need for consistency in game mechanics to enhance the role-playing experience. Additionally, it provides guidelines on necessary materials, dice conventions, and optional equipment to facilitate gameplay.

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0% found this document useful (0 votes)
1K views198 pages

Chivalry & Sorcery 2e

The document outlines the fundamentals of fantasy role-playing games, emphasizing the importance of character creation, game rules, and the structured environment in which players engage. It discusses the significance of a coherent fantasy world based on real cultural patterns, particularly feudalism, and the need for consistency in game mechanics to enhance the role-playing experience. Additionally, it provides guidelines on necessary materials, dice conventions, and optional equipment to facilitate gameplay.

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ZmiyDojdey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF or read online on Scribd
€y Simbalist Wilf Backhaus Fantasy Role Playing (On Being a Gamemaster (On Boing a Role Player. ‘The Creation of Player Characters. . Special Character Traits (Optional) Phobias (Optional). 1 2 3 4 5, Attributes and Body Levels, 6 7 8, Characteristics Rolls (CAs) 9, Character Experience Skills... 2... 10, Character Experience and Advancement US, COPYRIGHT NOTICE Copyright. 1977, 1983 by Edward E, Simbalist ‘and Wit K, Bockeus, All righis reserved, No part of this book mey be used oF reproduced inv any. menner whetzoever without permission, xcept in the cate of brief quotations embodied in €d Simbalist Wilf Backhaus Contributors: JOHN VRAPCENAK RON GILLIES WAYNE WITTAL us, COPYRIGHT NOTICE Cover at and interior ilustations so indicated are copyright 108 by Robert chorrete, Interior ilustrations 20 indicated are copyright 1977, 1963 by Mike Gilbert. All rights reserve For infarmation contact Fontery Games Unlimited Tne, POBox 182, Roslyn, NV. 11878, USA, Lffantasp Bole Playing In your hands you are holding 8 fantasy roleplaying game. Wi pect that it will provide you with many enjoyable nous of gaming, But (iat tg fantasy role playing game” The answer to that question i con- tained in the very words which name the activity. FANTASY: The term “fantasy” conjures up worlds of high adven- ture ond exciton, with ewaenbuckling heroes and despicable vlans, brave deeds, danger, monsters, magick, treasure, ané much mare. Such ‘worlds are very unlike our own, They offer us a chanee to experience ‘hrovsh our Ineginatios an alternate reality we could never enter in ft, ROLE PLAYING: In order to be # Playor in 9 fantasy roleplaying ‘nme, one must playa part in much the same way aban actor would on 2 stage. The Player has to cevelop an ‘alter ep0" - another personality besies his twentieth century, everyday self He mast then operate thet then personality In the fanteey world et Ifthe Player wore rally the CChacsctr involved inthe tion, “This ie the central Ides of fantasy roleplay, and it the most mis: understood. The subject of how to role play a character wil be discus Sein some detl in Iter zections, Beinners ang veteran roe playert ‘ke should devota some time thinking about ond discussing what It is ‘hat thay are trying € do with thee Characters. nis fullest and most Fewrding form ale playing i lot more then "ling uo" some charae ‘isis with dee, assigning a rame tothe resulting ‘character’, and get ting on withthe fon ‘GAME: The fariasy of the roleplaying has definite limits placed on It by rules and procedures, Thus the activity becomes, by definition, @ ‘pare’, In @ roleplaying game, Players and GameNastr alike are gow ferned by rules that set out what can be dove end how to do it. The fuleg leo eat out what eannat be dove Piles deal with the physeal abilities ang mental abilities of she Cchareetere run by the Players and by the GameMster. Rules, also des Wath things and vat can be done with them = weepons, armor, too, Tasick, ete. Rules aleo set out the environment in which the role Play= ing taker place and tll how tha environment operates. 1.01 CHIVALRY & SORCERY CChivelry & Soreary i 2 role playing game which is designed to pro- vido 8 slid background for the role play action. The worlds of a C&S ‘amosign are modelled upon 2 real culture: that of feudallam, We be- lave thet iti necessary to provide a coherent world if fantasy rol laying ie t0 be a coherent activity. Feudalism stands as the basi of @ freat many lagende and works of fentay fiction. It has the signal virtue ‘Of being’a known cultural pattern, easly researched By a tip to the foaret library, It aio has the tue of Being a real way of lie, exist Ing for well over 1000 years in Europa, That means thet the olemants of Ife contend in feudaiss all worked, Thay werent simply made up in “amare or less arbitrary fashion. The feudel system was 8 working cult- lire, and thus it ean be utod to very good affect as 2 model on which to base a fantasy roleplaying culture thet will seo work, often to the finest cotal, ‘Many role players, especially the referos who make up the fantasy world for the game, tend to misunderstand the Importance of creating 2 logis, enable word from the start, Becaute I fsesume they cen pretty much da whatever they lke. concept of whet the whole world Is lke, right down to Its smallest, Dart, diastr threatens. The refers may Introduce eaments into their tampaigne which eeem imaginative and exciting the time, but which later return to unbalance the game or introduce numerous ‘exceptions? to the printed and customary rules by which the geme i played. The player wil ais be affected by the lack ofa consistent and lrbelypre- ‘ictable world, If they are goine to pretend tobe personalities who live In that world of fontary, they hav to know how thelr charactr-persone alitiee would realistically set. ITs slmply Impossibe to do this wl if the world ie # Jigsaw puzzle of bits end pieces that do not always fit teoaether “There are some who might object that they are bsing somehow m= ited from doing what they want with thelr fantasy world, Well limits fre neoded, The question ie whether you understand your own world fnd how It works. Fen gamers have an Intensive grounding in history, sconomics, politic, rligion, sociology, peychalogy, or the many otter fields required to make complete saree out of the numerous aspects of the reel word, let alone a fanasy world crested from the ground up, Arroleplaving world is as good or es bad as the conceptions oF the way thinge are that underlie Ite fantasy reality. We begin with talid foundation. The price of soods, the monners ot people, the laws 1d customs, the occupations, the social system, everything is mode [ed upon slements of reality. In other words, © & simulates the brosd nature of feuds! culture It doe not, however, sttemDt to re ceate actual history, One could do s0 with the rules, f one wanted, butthet snot the intent of the designers. [Nor it & § "limited to feudel societies, We hve evolved supe rants which outine the features of Nordic (Viking) cultures, Oxitic Cultures, and Mongol euieues, These provide 2 lot of roam for lovers, (Of the Gerberians to play mith alternatives to. Chivalrie society. In Sauriane we present 9 totaly alien culture for warm-blooded sarian beings. But aven there, close attention is paid to the why’ of things 50 ‘that one ean effectively pretend to be 8 creature whose every neture is starkly diferent from anything mankind has ever known. Other such supplements re olanned. “The rules of C&S are designed as sections which fit together so thet ‘they mesh into 2 functioning whole. But that does not mean that they tannot be modified to individual tate, For example, the society cules ‘an ba changed. I s conceivable that feudel society could evolve In Uaich the Knights and Lorde nad s more ‘democratic’ relationship to the commons, The lows and customs can be modified, #99, One does ‘ot have to use everything exactly as printed. Tere Is almays toom for ‘the personal toueh of a campaign referee and hie player. Some sections ‘an be disconnected from the game simply because they were interes to be optional, Other are subject to considerable modification, i nee. © & S is therefore 2 set of broad guidelines, @ handbook to ewe: you in your role play. If you want to do something a bit different Study how we approsched a given problem in fantasy roleplay. Its the pprcech, not the final set of charts, tables, and rules, which i the key {2 successful role gains, In this see, C & Swill ond as what we in ‘ended our rules to be-~ models upon which incividual fantasy camp- gs can be but, not a Kind of bible’ which has to be followed tothe fae dea 1.02 DICE ROLL CONVENTIONS Routinely in the course of playing Chivalry & Sorcery, a ce or set of dice must be rallad to make random determination of the outcome (Of 3 courte of action, Dice rolls mey be made by Players for their Char eters, or by the refeee, whom we sel al the Gamebater, for Non Player Characters and forthe various effects of he envionment. "The GameMaster may keep some of hi ola seret from the Players wien the Player Characters would be unsure of te facts surrounding the situation in which they fin themeeives. To reveal the result of th fice rolls in such situations might give the Players vital information ‘heir Charectes would not have in the cifcumsteness, Other rolls may bbe made openiy. Again, depending upon the situation, the Players coula be fold what the roll was for oF might be left guessing for time. As > (ganera rule, all combat and spolcasting rolls, or any ralls which affect, ‘the currant status of 2 Character or Non Payer Character, should be ‘made openly. This gues the GameMaster the eppearence a Teirnes at [l times, and also avoids cputes and hard felines CCRe: There will be a good number of characteristic and abilities which give rise to ‘Characteristics Roll . Such determinetions are ron- ‘Som ‘enabling! setions which decide whether a Cheracter can perform fome scthity successully, The CF will be stated at some numevics!, Tevel which the Player must rell equal to or lower in order for his Ch sete to perform the action. 'SRe: Skill Rolls are equivalent to CRs, except that expertise in specialized ores of competence daterminad ane’schanes of sucess in 3 ‘ven activity DMs: ADM is 2 ‘dice mocitie value, 9 number with a positive or nogative sgn attached whichis added 10 or subtracted from the dlce result 1: Roll six-sided dice, Ifthe D6 is preceeded by a number, rll the umber of 8 indiestec, For exemple, SD8 means roll 3» D8, Ifthe rhumber ie separated from the 06 by period, multiply that umber by ‘he result in a single DS die. For example 3,06 means 3x result on 108, B10: Ral a tersided ce, counting the numbers as running frm 7 ‘© 10 (with O= 10), If sumber preceeds the D10 notation, follow the anventions given for D6 ale, Such die ae somtimes called "decimal Sie’ 'D20: Rolla twenty sded oie. The di should have ten af the num- bors (fram 1 to 0/10) painted or in some other way colored 30 thet they differ from the second set of numbers (fom 1 190/10) also on the ‘ie. The unpainted pumbors run trom 110 10, and the painted numbers run from 11 t0 20 (add +10 t0 the painted number showing). fa num Ser precseds the 20 notation, follow the conventions given for OS ee ‘D100: Roll two ten-sised dice, One ae shouldbe aliferent in color from the other. One cla ropresents numer fom 1 t0 10. The othe re presents multiples of 10, For example, if a6 results an the unit die and S'S results on the multipleroften ie, the number gonerated fe 56. © reault on the multiples-often gla means that only the unit die counts, ‘witha number generated from 1 4910. fa O0 result occurs on the cc, ‘the number is 100, Finally, If @ number preeseds the D100 notation, ‘ollow the conventions given for DS dies. The 0700 dies are commonly feferred to as ‘percentile dice because they are used fo generate pareen- ‘ams. DICE NOTATION + DM: Ifyou soe a notation like 208 + 3, you ‘are being given @ shorthand direction to roll 2 O6 die, adding © ON of +#3:10 the result. If the DM isa negative value, as in 3D10~8, you would subtract the OM value from the raul, 1.03 REQUIRED MATERIALS ‘The complete C & S game includes more than the rules, While # large numberof items will prove useful or provide ‘olor, the fllowing ist gives the basic materials neaced! NECESSARY MATERIALS & EQUIPMENT Chivalry & Sorcery tu CCharscter Profle: Thove are record sheate vee to prserve the data fon a Player Character. A master copy is included with the rules, and permision is given for “air use photocopying by Playere and Game [Mosters, so long a5 they ae not offered forsale or profit. Dice! Gamers will need a number of sixaided die, with multiple colors being useful. Several 20sided dice for 110, 1=20, and 1100 9 roquited as wel. These cee can be abtsined from hobby stores uses alin roleplaying mes and var saws Gamers wil need note paper end graph paper for record= keeping, computations, mape, ete. A good Ioostlat noreboak is recom. ‘mended to keep permanent records and important notes. Pens/pencils ‘ae mandatory OPTIONAL MATERIALS & EQUIPMENT Hox Paper: Gamers will find hexagonal grid paper useful for map- ping land reas. Hex pepe ie avails from many simulation publisher, fome hobby ores, end most mail order houses specializing in war ‘sams and roe paving games. "lectronie Caloulator: While not essential, a cleuletor wil speed up ‘any compurations. We strongly recommend is use to reduce the time reese to handle some game mechanics, Miniature Figures: A grost deal of ‘colo’ and the fealing of realm is provided by the use of welkpainted miniature persone, monster, beatts, ec. A vast number of figures are avaiable for fantasy role gm Ing today, and we strongly recommend their use, Alternately, some careooard counter sets ate avaliable for role plying. \Visuel ‘Dungeont : Ther are 2 number of visual prasemation kite to simulate sctual sections of corridors, rooms, etc, These are clearly “luxury’ items, but do ad to the sense ofa eat fanasy world, (Committed gamers are alerted to the fact thet the hobby produces 3 wide range of playing ais, wth the number of such aide growing sted: iy. The velue and quality of such aids varies greatly, end a good mum- ber can easly be passe over. Whether or not to purchaes such an item epands upon the perceived needs of the Gameblater who relerees role playing campsign. The price of such iteme sould be carefully bal ‘anced against the likely Usefulness they offer a ide £0 play with and ‘Sources at good ideas Yor adventure senriog, Many auch items are now Dockeed in seled wrappers. Do not buy blinaly. If You have a trong interest in an item, but eannet examine is contents, ask ite might be ‘opened for your Inepaction. Alternately, atk anyone you know to Mave ‘sich gaming aid for his oii, and ela the chance to examine it for ‘yourself. Anything we recommand for uso with Chivalry & Sorcery hes been ehecked and testes! for Its oval! usefulness vrith the going sys tems. Anything else should be scrutinized carefully tee fit into the game, 1.04 RULES IN ROLE PLAYING GAMES ‘Many gamers do net quite understand the purpose and funetion of “rule fantasy roleplaying womos. ules exist to contral and mit the action, so thet arbitrary behav= lor and decisions are kept to 9 bore minimum. No game ean be played ‘sonerully unless there ae limite on the action, (Chivalry & Soreery presents rules that fit 9 number of distinct cs por ‘Enabling Rules: Some rules clearly set out the procedures t follow when datermining the effects ofa chosen eure of setion, Suen rules are hard game systems, as inthe case of combet end mesick systems, ‘They also ill include situations in wich the knowledge, sil, and ex perience of the Cnsracter ste required to accomplish specializid tasks. {Can the Thiet unlock the door? Did the Hero cate the waapon thrown to him by friend? ls the Mage able 1o enchent the materials needed 10 ‘make 2 rageal em? Both Player Characters end Non-Player Chara {ers ere generally Boung and limited by such rules, and cannot accom- plish an action tthe rules aby not. Environmental Rules? A "world hoe its own Natural Laws governing what is posible In its environment, Some ofthese rules will Bein the orm of pame systems. Sut a great many wil be ‘onuaitted -- mettre {or plein common sense to sort out. Almost any kind of situation im- faginable can occur during the coures of fantasy eampsign. To try 10 trite rule to govern every situation Is imposible - and sso unwise Winer there is no rule covering an avent the Natural Law of the rool ‘world i assumed to epply. Thus the Players and the Gamelastr ‘can setume that things not specifically covered in the rules wil Be fsoverned by sclantfc laws 2s we know thom: ‘Socal Rules: Role playing itself implies that a Character fives in society with others. Role playing i interaction between personalities ins sockl environment. In short, no true ‘worl can exist without focietioe and rules to govern the conduet of everyone living in that Society. Chivalry & Sorcery assume, initially, 8 feudal society, with Iaws, customs, traditions, and social order that allows the Players x0 understand just what they ean and car?t do, Theit Player Chat- acters live in that world and would know quite 8 bit about the scented Standards of conduct. Getting ahead in the ‘world i not just a matter of being able to bach 2 potential spponent betore he bashes you. It it ‘x0 Knowing how to talk your way to your goals, to use the Way ‘hinge are done round here” in order to get what you want without lways having to fight someone for it. Some of the more obvious rules Spplving to most situations are provided In Chivalry & Sorcery: econ= ‘mies, including the price of things and how to buy and sll; base laws of the typleal feudal nation; the rank, pivlges, and obligations of various clases of people living inthe nation; ete. But many rule of, ‘his type are not sated, Thue the standard rule ie, whore no specific tule is stated in © & S or has been made or modified by the Game: Master, histories! sources may be consulted for an authoritative view on how things ight be done. ules for Things: Closely tied to ‘enabling’ rules and ‘environ mental rules are those which set out the nature, function, and uss to which specific objects can be put. The weight and characteristics of [rmar, weapons, mapesl items, and @ host of other hings comes undor ‘thisestepory. ules for Personalities: Role playing means dealing with person ies with some rgard fr the wy living beings behave, Only the inex Derieneed or uninformed would think for an instant that a person be- haves in a rancom and arbitrary manner, governed solely by the whim ff the moment. A fully drawn personality roveals Wt Some attitudes nd bolefs ara consistent. Someone who ie 9 friend one moment does not turn on others with utter treachery ® moment later not unless he ‘Nee slays an enemy and planned the treachery from the art, C&S Sts out some guidelines for slaving Characters and Non-Paver Charac- ters, Monsters, and Beest, with an eye To thelr behaving ‘in character 4nd according 1 some rational view of how living being realy et, NOt all Goblins hate Elves, fr instance, or vice verse. Or again, just because Someone i basisly given co ell ways does t mean that he cannot feel friendship, loyalty, and relfsscrifice at important and worthy gosls, Only outriht Teneties are Incapable of acting in a reasonable manner toward those wine do not share thei views. Only total maniacs indulge in-an orgy of Blond and violence for ther own sake, The vast majority ‘ct according to some code of Behavior or sccording te thelr natures Consistently and often predictably Rule of Common Sense: The Rule of Fules is that Payers and LGameMesters should exarise their awn goed! judgement and common sense. This applies to the actual gaming and how to resolve a problem, {and It applies to how they deal with each other aswell. When In doubt, ‘do what seems to be the est thing inthe circumstances. Treat other timers with respect as peoplo and as Friends. Handle cificulties ering in the game by discussing the problom auitly and without strong erm ‘tion; nobody likes being yelled at or ridleuled, If possible, consult Some authoritative source to catty a really thorny matter, Above all, Femember that it's just game which i being played for enjoyment. Fantasy foe playing should never be used as 2 means to enallshing wit a “great guy a Player or GameMastor is, at everyone eas’ ex pense (Gamers should understand that fantasy roleplaying fe an activity ‘thet contingously evolves with the playing. New rules will be intro- ‘duced, old ones modified, and the eampeign will take 0 an stor. phere which the participants themselves establish, In the and, not all {he rules in the worl, wnetner written down of just understood to ‘apply, will do any good if someone insists on “go-ripping and ignores ‘the right of others in the game to fir and honest pay. ‘Nor should rules Intrude overmuch on the role paying itself, That ls, common sense and fernes should often be used to doce situations ‘that are not overy eonsitve. GameMasters and Players who isis upon rolling ice at the crop of 2he hat, instead of letting thingt proceed ‘more or lets the vey they probably would In the rel world, isk wast: ing # lot of time flpping through rulebooks and notebooks to apply tome gome system or other. Dica and game systoms entor the picture amen a clear elament of uncertsinty about the outcome of some action for developmant is desirable. Finally, remember thet the probabilities in many game systoms are eneraized ‘quesor” of the odde of 2 particular rvult occurring. The Shme ode will not always apply in all situations governee by the rule ‘The GemeMster may find he has to change the odds In favor or alse ‘gaint the person trying to perform some aetion OF an event shies Shout to happen, There le never One True Answer, only better and worse ways of handling ® situation. Only experience with rle playing tll each the parielpants the difference 2 On Being a Gamemaster Every role playing game must have @ GareMaster- aso variously known ts s Referee, Dungeon Master, World Master, or StarMaster, ‘Sepanding on the ame under discussion, Inthe final analytic, everything that happens in a fantasy roleplay ing campaign is under the management of the GameMaster, ard he more than shy ther persom bears the responsibility for any successes (or fallures that are encountered during the coure of pay, First of al, the Gomelster must be @ master of the rules- both those conttned in the rulebooks and the ones whieh he hat signed himself or else modified to suit his gaming style. He has the task of act ing 8s Referee, He must impartially and fairly apply the rules. When = Cspute over the interpretation of any rule arises, ne alone has the fina! ‘cision a to hat the rule means or how it wil be apple. ‘Secondly, the GameMaster must bea eeator of worlds, He must use the rules and a series of aps, charts, notes, snd adventure senaros, ‘sich he has either designed himself andfor purchased to ‘go withthe fare, so that he can crate a fantasy world fit for effective role pay. World creation Isa tsk that depends upon the imagination, expertise, inteligence, and plain common sense of the GameMaster. Done badly from the first, fatal flaws will be built into the very fabric ofthe fant fy worl: flawe which will later eturn to haunt the GameMester and the players. Third, tne GameMaster must be a teacher and advisor. His task ito Instruct Players about his vew of roleplaying 0 thet they know how to conduct hemssives He must expiin the Broad outlines of the world in whieh the Player Chorsters “liv, 20 that the Playare understand hhow to desl with t. He must present hi deisions on the meaning of specific rues, elrfy any rule changes or new rules he has made, and ‘sit players whonovor they have a afiulty in working witha specific rule Fourth, the Gamettastr must bea storyallar. A fantasy role play Ing game is 2 kindof enactment of a heroic tal, and the GarneMastr Is the narrator who tls the story and keeps everything tied together. This begine with the design of specific adventure snarios, Wellconceived Senarios will quickly excito the imaginations of the Players, wine will fd to the general cutines ofthe ‘story’ through role playin thelr cha- ‘acters asthe events Unfold, Ite the Gameblasters ob to respond t the ections of the Players through their Characters, changing and mod tying Ns general story line to match the effects the Players are having fon the course of the ation. In shor, the GameMoster most be prepared 4 accept the fact thatthe Players are also ‘storytellers’ who can Influ- fence his ovn plans anc Ideas, Fifth, the Gametaster must be a role player. He must tke the part ‘of Everyone Else In the game besides the Player Characters. All ofthe Nonlaver Characters, Monsters, and Beasts the Player Charactels meet ‘x0 under the control of the GameMaster He must qulekly breathe pet. onalitis into his NPCs 20 thet they acquire an identity ell of theit ‘oun. Role playing demands persona interactions between the pérson- fits in the fantasy world If the GameMester does not allow his NPCS to evidence a 1s" of tir own, complete with motivations and goals bosed upon their situation rather than his ow ity ie rally a faree, Indeed, Hf the GameMater really thinks about Rt he ‘il gain much enjoyment by truly role pleving his NPCs and Monster. TK may be the only time he has chence to run Characters, Finally, the GameMarter mast be a bookkeeper and cleanup man. It may sometimes seem a thanks job, but It is necessary fora succestul ‘campaign. The GomeMaster hat to keep track ef al the important det: ‘is s0 that everyone else knows whet is ging on, moment by moment. Put in dramatic terme, the GemeMaster i 8 combination Playwright] Director/Stage Manager/ Producer/Actor. Put another, perhaps more frightening wey, the GameMastar Is Fate, God, end Everyone Else be fides the Player Characters in the fantasy wor. GareMstring it eet responsibility, but Its notes difficult task as it appears ifthe ‘GarseMastor knows his material is organized, and has prepared himselt beforehand Indeed, isan immensely satisfying experience. 2.01 MASTERING THE RULES Clearly, the first task facing any GameMstr is t0 come to torms with tna les This isa tsk sa obvious that many FAP referes actualy ‘overlook it in their eagerness to get on with plenning 9 fentery world ‘and starting up that exeting roleplaying. Fist, simaly skim over the rules. Det ty to absorb everything at concat The purpose here is to acquire only a general imoresson of whet IS present in tha rules and what they are trying to do. You eannot begin {to put the whale pleture topether until you have an Idea of what you have to work with and what Vou personally intend to.do with your own Whan Vou have a genarl overviow, tis time to read the rus more ‘carefully, this time with an ave to whet wll help you set up the kind of ‘antaty comosign you want. At the some time, You emoule have some Idea of what you want to do, ‘Once you have setled upon the kind of fantasy world you wish to este, the rules will begin to fall nto place for you. Consider the take ‘you have sa GameMester, and the order you wil have to perform ‘hose tak, If you take things in order, you wil fin that the problom Of understanding the rules will largely resolve itself Into 3 srles of ‘aes, In other words, you will lorn and mester the rules 9 you nee ‘hem, For examplo, the frst stage In preparing fora fantasy roleplaying ‘campaign Is to Gosgn the world in brosd tarms-- mapping tout, eving it a "history’ and social beckaround, and deciding whet will probably happen in It. The rulas required here are primary those concerning design of feudal baronies and nations, and theue covering socal organ Tastin and behavior. Once you have painted in the brood details, it wil be time to decide on specifics, such as what Masick User types will be ilowed in the campaign {if eny), which Monsters will be used or set {side ete. Only your view of your worla becomes cleorer will your reed to familiarize yourself with specific areas of the rules increase. When you heve to make a definite decision about 2 given facture In the ‘world, that isthe time to look up the relevant rules, decie how much ‘of them you are going to use, and perhaps even draft a fem modi ‘ions or es rues to sul your own fantasy world (Or sgn, the time to pay carelul attention to Character Generation comes at the moment that you have to decide which Paces wil be a lowed for Player operation in the campaign, You wil gest the capab- lies end roles auen Character Races will have in your world. If you happen to find Heeflinge (Hobbits) silly, of think that Elves are too powerful and too difficult for Players to handle propery, relegate them fo NPC (Non-Player Charscter) status or eliminate ther fromthe game Completely. A close look at the Non Payer Character statistca/pratiles ‘ill be of considerable use at this time because they give» general Im Dresson of the relative capabilities of the various Races and these can tbe compared to thors of the Monsters and Beasts in the Monster pro= flo, ‘When making euch sisoriments a2 outlined immediately above, sineral review of the combst and mosick systems mht algo be in o f, but tho Intent wl stl be to chock out ones Imoretlons--not to b+ for every tal of the systems ‘By the time that you are populating your world with specifi per- tonalities, you are destaning your fist sonario, Some NPC wil be des led frem tre ground vp, like Player Charters, bacsuse you will want very unigue and memorable NPCs for cartain situations, That provider practice withthe Character Generation system and any others having to bear on thet NPC, You wil also 66 taking a look now and then st the Combet eyetems, et., a6 they spply to 2 particular Monster or Beart ‘you ar plscing somewhere along he route ofthe adventure-- thls time Wath an aye 10 sosing that the encounter Is reasonably “bslanced and an be handled by the Playas If they are skilful and careful Again, You are reviewing the rut. By the time you are. mosting with your Players and introducing ther to the game, your knowiedge of the rules will be considerable. "You wilt have thumbed through the rules enough vo know where every thingie, more of le without fumbling throush the table of eontente tach time you have to point out something. Holping the Players to design thelr own Characters will once more reinforee your own understanding of the systoms and assist you to Irake improvements in your own NPC designs. Hopefully, by this time, ‘things Rave progressed to this point, you are very fami with common factions covered by the rules: - movement, fightin, acauiring and using Skill ete 40 that you ean explain them to your Players, If = few of ‘Your Players slzo have acquired the rules, they can ait n helping {veryone understand how things work inthe game. Several practice ses slong, in which combat or magick easting or enchancting are run thro- Ugh inorder to establish stare procedures, are definitely in order be- {ore the first sonario begins. Your role has now shifted to tbacher’ anc ‘advisor, and how well you tezeh the rules tothe Payers will determine how quickly things get aff on the right foot "You will find that such preparation will acquaint you with so many fof the commonly used rules that you wil rarely need to Took up such ‘hinge at how one listens sts door to see if anyone onthe othe ide, In fact, you wil ofton handle routine matters without bothering to look them up at all trusting in your feel for many rules to leed you to the right decisions in non-tveatening situations oF situtions In whieh ‘the autoome of an action should be pretty obvious. ‘At the same time, exercise common sense. When a Player Character has the tsk of losing out because of your judgement call, do not hesi- tate to call « momentary halt in play to look up « particular rule you fel you are unsure of or cannot remember, Never forget thet mony Players regutd the rules or kind of “Bible — 9 form of protection a aint the arbitrary botavior of other Players and the GameMarter. Sto Bing play for 9 moment to look up ® contentious rule might ave lot ‘Of time ater when someone points out that ou were ‘wrong 10 or 20 minutes ego, In this reser, always inform Players beforehend if you have made ‘any changes in some basic rule inthe game or hove added rule of yout ‘mn. This does not mean you have #9 tell them that some Monster or ‘weapon or trap not decumanted Inthe rule urking sroundl the next corner. Thet type of ‘Surpisé is lontimataly pare of Vour eampslan, ‘and Players learn about them through experianca. But If you have de ine, for example, en altrnate method of combat oF @ naw way of est- Ing spels, or whstver, you must inform the Players so that they, too, Kenow end can use the rules to thet advantage. "This lart point brings up the whole question of GameMester fairess andl be Ciscusted under & separate heading becaute of its import 2.02 MASTERING ONESELF: PLAYING FAIR t should be clear by now thet the GameMester has @ tremendous amount of power ina fantasy roleplaying game. The question i whe- ‘ther the Gamettster hes come to terms with himself before he begins 10 exorcise that power. ‘What are you trying todo in your campaign? Are you attempting to emertain your lends by presenting them with afscinating new world to-explore, with a genuinely fir chance of success and glory? ‘Let ur speak lunty, for it time to atsess your aude towars fantasy rle playing and your sense of duty to your payers. Fist ofall, consider the sheer power exercised by the FAP referee. He ehapes the very form of the fantasy world and decides what shal bbe in thet worl, and where. He decides what rules wil be applieg as ‘written, modified, or repieced by others. He conducts most of his act Inte in secretin order to mntaia suspensa and cateh Payers By su. prise, keeping them on the edges of thelr chairs By the almost constant threat of diaater that can be averted only By quick, heroic, and skilful, otion, Consider also that he knows all ofthe seerets about the Player Characters» thoircharactareic, abilities, the weapons and money and magick carried everything] “The dudge/Refecoo: The FRP Judge/Referee takes his role gs an im- ports rterse quite seriously and tries to keep personal Interference ‘ut ofthe game at all tmas, He rogardsfontesy role playing ae kind of Contes, in hich the Players and thelr Characters stand to ‘eart oF “in something from the game. The udoe/Feferge thus takes the rules ety seriously and applies them equally to the Payer Characterd act- fons and alge to his wn actions Inthe role of GameMaster or as player ‘of NPCs and Monsters. He hos the Insight, sil, end common sense £0 Know whan and how t apply the game systems so thet the result is ginerally appropriate to the situation develaping aut ofthe role play. He is also inventive ond rarely hesitates Yo fine tuné ules end game systems by changing them slightly, or even be replacing ther with ‘thers of his ow design or eee borrowed from other games. ‘Such an spprosch is perticueny effective and approoriete to FAP. campaigns that ore eposic, concentrating an specific sdventure son- rior run forthe sake of saving specific problems. Emphasis Is placed Upon player skill with the gaming systems anc the ability to guage tne ‘dks In 2 cloulated rik s0 thet suceass If forthcoming. At the same ‘ime, misakee sre regerded with some dlseporoval. The purist Judge! Referee believes inherently in the gome systems he is using, 85 mod ified to Ns personal view of what fiting ond right. He refuses t load ‘the ose in fvor of the Player Characters orn hie oun favor ak operat- fr of the fantasy world and the denizens that inhabit it. The ce Tolle, the probabilities consulted, and the event occurs as iste inthe Falovant chart or table. “Thefe is somthing eminently fsir sbout such an approach. The Judge Referee often "wing It without consulting the rules oF using the ‘me ystems t0 determine many things happening in the game. He Knows thet most routine events would Ika take a eortain course any ‘nay, 20 he depends on his own judgement. But st all eruciel points In {the aetion, he stl pulls out the rules and depends upon the dice 0 ‘rake the final decision. If Player gambles end lees, and his Character IBloste- 40 be ith “There is absolutely nothing wrong with this view of fantasy role ply. It 1s flr, and tons las! to much enjoyable geming. At the same ime, there ere some role gamers who rogara FFP as something other than just contert They enter the actlvty with the genuine desire to timulate life in an imaginary world. Suen an eetivty looks far beyond the solving of problems and the resolution of conflicts, In 2 campaign ‘un a5 0 simulation, the impartiality of 8 formal game tournament i not siways desirable, This loads to another type of GemeMeste: ‘The StoryTeller/Refores: The StoryTaller combines the goneral ap- proach of the Judge/Rferee withthe doe to spin outa rather lengthy {ale of here proportions. Such GamaMasters ae lovers of rle play ‘the mest complete sense ofthe term, ‘The Story Teller sees the rules as existing only to give some abject: ive method to predict the outcomes of varius eetions chosen by the Players and by himself 9s Gamelster. Heals regrds al rules b8 being ‘general ques to play, and accepts the possiblity that a rule cannot ‘luays cover what anyone is trying to do in a specific situation, He ‘therefore reserves to Rimasf the right to change the odd (simost a- ‘ways in fovor ofthe Players when he dove so) to meet what he believes 10 be appropriate in the circumstances. “The Story Teller values rle playing for Hs own sake ond delights in ‘the Players who rally ‘get itd thelr Characters and ect lke the people ‘they are protnding to be. Because he has sence of story’, the Story~ “eller often alow the Players to ‘get away with things that would be counted as fatal errors by 2 dudge/Referee. If an outrageous move is ‘ried off with penache and style, he will pause and considers value In furthering the long-range goals he has set forthe sanario, Often, he ‘concedes thet the ide is going to lees to something better than he him Seif hed planned for, and allows the Character to succeed sahere the same systems thereelves might hold outa high chance of fallure. The Idee i to promote fun and excitement for all the role playing isin ‘and the effect of @ Characte's roleplay promises to be 1 may take precedence over the “ules. "The only rule” we recognize isn the form of @ question: ‘Did the decision Turther the enjoyment of the group of not? Everything eee ‘ie subject to the ultimate ruling ofthe fair-minded GameMester. Clearly, what is “at” na roleplaying gare depends upon the views the Gamettaterhiralf takes toward the activity. The dudge/Reforae plies the rules with some rigidity, but he at lest understands why. ‘Fait’ to him means that everyone and everything is subject tothe came ‘chance under the rules, Finally, the StoryTellr agrees With the Jide; ‘but in addition to applying the rules evenly in mest ccumstances, he ‘20 nothing wrong with ‘ving the benefit ofthe doubt 6 & Character ‘when it furthers the story and does not bestow upon the Character 8 ‘anficant and esting achantage over anyone, Put simply, the Story Taller believes In Fate. He theretore tempers the rules with mercy, This is ot favaritsm, just mercy that allows Character to be "snaved closely’ while escaping to flont yet another Gay, Tho StoryTeller sccepte hs almost godlike powers for what they fealy oe. He understands thet nis responsibility and first duty is hi ‘riends sitting around the table, not 8 st of rules and the lit rolls {of the dice. What wil entertain? What will improve on the senaro? ‘What wll be bast remamored and tales about later on? ‘Moke no mistake, though. Characters are stil going to dle in the story Taller world. ‘They die Decauee everything is ast at 3 heroic Teves and true heroism demance the taking of ateat risks by facing dan= ‘erous adversaries. The High Art of such GameNactering is to bring Gharecters to the brink of extinetion agen and again without engineer ing their death forthe slightest mistakes. That maors he has vo made with the probabilities at times Because he may have gone t00 far him {it and overmatched the Cheracters with toa formidable apparent In ‘order to provide the heroie stmosphere. At such times, Re vsos his not inconsderable skis os role player to extend to the Payers a chance 10 talk ther way out of trouble" He may actually “ll off an entire Party in @ fice combat. Only the Characters sweke next going s85- Sion end fing thamelves alive, bandaged, and languishing in chains, Stripped to their loincloths, deprived of all thee hard-won treasure, ‘hey face enslavement inthe galleys. Not at alla bed price to payin re turn for continued lfel At the seme time, thar isthe prospect of the ‘scape and recovery of their property to look forward to. And when ‘ath comes, It the death of 2 true Haro, Racked to pieces with the bodies of his enemies heaped! about him “That makes for remember life, anda remembered desth--some- ‘things Player ean ook back en with some pi Feirnes, then, i really giving the layers a tun for their money, the very bast in excitement and entertainment that the GemeMlarer can Seller, Anthing Iasi slmply nt enous, 2.03 CREATING A C&S WORLD [Ata Gametlaster, you must erie a world” for roleplay. Firat, understand that al the “rlet and systems governing the cre- sation of feudal society in CBS are presented as goneral guldes. Alot ‘Of changes can be made without doing real violence to the rules os 8 ‘whole, Further, many of the “role are in the form of backround In ‘ormoiion and suggestions, Those are intended to help the GameNaster Underrtne ow feudal societies operate, and the way In wich people in feusal cultures think and act. The Idea Isto develop an atmosphere ft life im the fantasy world hich has Tals” fel tof, not to sim= late @ eral fouca culture raht out of history. “The Players cannot be exaected to behave in character ifthe world of the fantasy campaign hae no definiee roca andl cultural elements to btfer. Role slaying requires stmosahere and cusiome, manners and traaitlons, and all the trappings ofa society to work well If the GameMartr i really Interested in developing this aspect of his Yontary world, Ne should consult » good relerence on the subject, Of feudal life and manners, A mere history text wil not do, a8 mast {end to be sketchy on this subject and deel with broad polite exon ‘mie, and military topics, We recommend Willam Sterns Deve’ Life on 1 Medieval Barony (Horper & Rows, New York: 1951), Other excellent Teforencos oe lzo availble. “The Gamettester may aiso have specific work of legend or fiction Jn mind es the general setting for the eompsign If its the world of ‘Tolken’s Lord of the Ringe, fr instance, many very use hint wil Be obtained by a close study of the Rings books and the Hobbit-- not the least of whieh will bo the maps and background history of Midele Esrth, Alternately, the GomeMatar might invent his own unique word I he does, ti wise to make some notes 10 cover esantal features oF lie in that worl, These ean be snow to the Players se 2 general intro- ‘ution tothe world thelr Characters were barn in “The world design systems in C&S ore themusves 8 generalization of the basi features of mot feudal socites, Indaed, no single nstion In history is presented in the gaming systems. There is strong alomant of historia! accuracy present, but 30 are purely imaginative slemants of such worlds as those of King Arthur, he Cherlomagne epic, the White Company, Wanhoe, and a hast of others. TWinethar a strongly historical or @ romenticlegendary world is dev- oped, the GameMaster must decide what period in which the camp- ign is st. This establishes many leads 35 to detals of dress, weaponry, Srmor, equioment, and even skills might be aallble.Slvish concarn ‘or historieal seeuraey isnot nesded unless the GareMaster has a pow erful personal Interest in sueh matters. Aé 2 bese rule, however, DO NOT FEEL THAT YOU MUST BE ABSOLUTELY FAITHFUL TO. WHAT ACTUALLY WAS. Often, you will find thet much more enjoy ‘ent willbe gained by attempting to depict whet should have been oF ‘might eve been, Even In the traditional legends, tis rule was followed King Arthur's ost epic, for instance, was told by much later gonerat- ions ae if Arthur and his warriors were 1th eencary knights voted to ‘he ideals of Chivalry, not Romenized British Colts clinging tothe ast ‘estages of ancint chilization inthe face of eising barbarism. TH might be asked at this pint why GBS ic played in a feudal cet ting. rst ofall, the braad outlines of feudalism underlie vast number ‘of fantasy worlds of fiction end legend, Aaulonia of Howare’s Hybor- fan epics beers» close resemblance to feudel Kingdom, for example = ‘Complete with massed Chivalry, restive barons chafing under the strong rule ofa berbarlan “usurper who soem to understane the nocd for s- ‘ong central government better thon hie supposedly more ‘cillzed vex tals, loyal yeoman archers and pikernen, frontier threatened by the berberians who resemble stout Viking stock of will Cate werzors, OF ‘course, there are Jot of elements Gravn from other tradition a wel, ‘but the world of the Hyberean Kingdoms spans the equivalent of all of Europe, much of Asie, nd Africa to the equator. One con expect di Also, to be truthful, the very fist role playing gome ever produced was built upon 3 et of medieval war abming rules, end its popular sue ‘cessor ail retains all of the elements of feudalism - complete tothe lstmor and arms cari by the Characters Nor isa feudal made in any way limiting upon the imagination and creativity of the GamsMastar and the Players Limited in what way? Howard and elke, to name only two ox- amples, built fantasy werlds in parton feudal modes. So have numer- ‘out other authors, Why should an FAP geme be diffrent? Also, C&S hae evolved many other model societies for FRP ures Nordic, alte, ‘Mongol, ven a totally imaginary society of intelligent Sourans whose caltre is tly allen by almost any standards. By beainning with known element, @ coherent end sensible world can be crested for role laying. Eerie, it wes pointed out that rules ste necestary to govern any gome. Rules prevent the action from getting fu of hand and stop everyane-- Players and GameMasters aiken (rom forgetting thot it j2 8 some end doing whet they like simply because they vant to. Without rules, there Is no game. What better set of rules for role pleyingimaginary people a if they were real ean be found exeent in the rules that govern an entre sociaty? “The trouble i thet role plying i nots simple activity. is 9 fot more ‘than rolling dice to summon up a monster or Find out fa sword struck for spell worked. Role playing means trying 20 become In ons \maa- ination a totally diferent person, How better to do thst than to pre tend to be somone Vou can find out about? Hom Knights were expect 1 t0 concict themselves isa known quantity. The rules governing eon- uct of serfs, yeoman, townsmen,clares-- everyone In feudal society ‘8 known ang ast down in plain Engh, Fle playing Is Characters and Non Player Characters talking with ‘each other, doing busines wlth each ocher, cooperating With each ther, and Sometimes fighting alongside or aginst each other. There have to be some rules o govern sll of these ectiitis. Alot of rules have to remain understood because ther ir rimply no vay 49 put them all down in gaming terme In many’ I-conceived FRP campaigns, the referee mokes up a few such’ rules, often ot he goes long, That could be well and 3004, pro Vide that the referee ways knows exactly what he Ie doing and can Dredict the future consequences of hie sometimes sudden pronounce: ments about the way things ae orth way thing are done in hit world, But the fat is that referee caught in thie situation omatimes make mistakes and the whole campeign sutfers because he really has Ite ‘more understancing of his wor « mature than do his Players, "A lot of hard-won experience went into the designing ofthe bate {648 around 3 feudal eettng. Iti @ starting point from which» purely Unique fantasy world can be built, We leaned at great cost that One annot operate an entire world without alot of background and ruler to.gulde you. The ules we mean are the rules of society. Men, and ‘uite 0 few other fantsy recess2 wel, are social creatures who mut live with others of their Kind in order to be themealves and not some ‘thing else s0 allen as not 10 be recognized as anything fem. We are ‘man. Wa live in a society of men, We are creature of order and law {All human knowledge and research, not to mention sl good fiction hs demonstrated again and agen that NO SOCIETY HAS EVER EX: ISTED OR COULD CONCEIVABLY EXIST WITHOUT RULES OF conbucr. Question: Whot gives any value to the imaginary treasure a Char ‘eter finds in an imaginary dragon horde? ‘Answer: There i a society somawh ‘out there book ofthis wilder= ‘ess In that society, there is ystem of economics which places value fon gold, sliver and fowsls and hasan secepted procedure by which such ‘aatures can be exchanged for othor goods and services. In 2 society, ‘wealth is 2 form of power to be used to obtain what one went. Wt fut a society and an economic system that works snd makes sree, without a eet of rules to govern busines transactions, al thet treasure IBonly pretty decoration. ‘Question: What are we going to do ebout that Character who Keeps bullying ours because he is bigger and stronger and fesse can do any thing he likes because nobody can stand up to hie? ‘Anewer: We band together. In shor, we perform @ social act by un= iting in common purpoce to pull him off hie high hore fe dont kil hi outright, we wil ay down the law and tll him exactly what we 0 pect of him it he wishes to continue breathing. “That last situation ean occur even inthe fecal vacuum of & Dung ‘eon campaign thet locks an outer society. Iti the beginning of human {and allad) government in the face of tally selfish wlfllnes to m= pose law and order. No group &f people, however small, can live with- ‘Out uch rules. The alternative is utter mayhem, total lawlessness mar- ed by brutish savagery and avarice: - murder and tha in profusion, Only rabid animals act that way. Even the admittedly evil goblin rac havea king, officers, and lots of rules to govern the conduct of precte kelly everybody. It ig the tsk of the GameMaster to develop @ world view that in- ‘cludes just enough of a social order that thee fs something to massure Player conduct by, t should also be remembered that some of the sreatest adventures Jn fantary literature ae often based upon the conflict of the Hero with focity elf - the mort formidable of “monster? . Returning to Conan the Conqueror, remembar that the her is continually running afoul of the focal authorities and has to fla the country, withthe minions of {the [aw hot on his heels Imagine hw boring It would relly be if Con- nbashed a local nob because he hed grabbed and made unwelcome Ssdvances tovard the bargin that Conan wes wooing, ana nobody sb peared to bring the baroorian to justice. But inorder for that to hap- ‘en, and make tens, thre has tobe someone in authority. There has fo be » social order that puts nabs in a protected, privlogod cass, Complete with Inws aghinst commoners ang berbsrérs bashing ther found, Otherwise, the whole thing Is an arbitrary contrivance engi tered by the writer (or the GameMaster} and makes no sense when one realy thinks about i ‘An enterprising GamaMaster with a lt of time on hishands can, of ‘course, develop the entire background for a nation or 2 burch of at Tone» compiote with tocielstrueture, laws, customs, history, ete. That tek, we amure you, ie 8 monumental one because that le exaety what Ive dig to develop C&S and all of Its supplementary works. It besser {0 tart with something that already exists and modify It to personal tetas and needs. 2.04 DEVELOPING SENARIOS ‘Once the GameMaster has developed the background for his eamp~ sign-in can be as diverse and detailed of a imited ab he wishes, provided he buds inthe capacity for growth as the campaign procaeds ho must turn to the problem of designing an adventure seario. 'A‘bansio' fs the outline of an adventure in which a group of Player CCharactrs will attempt to accomplish some goal. This ean be fry ‘pen or it canbe avery specific task Perhaps the classic senaio in FRP is the aid on some Plce of Mye ‘ery. ruined tower oF cate, utvally haunted, ithe stock setting for ‘uch adventures. The Idea is, of course, to explore and penetrate the defeness of the place in order to loot It of some treasure or to retro ‘ome important magical Item without perishing at the hands of the {ardians who invariably lurk inthe shadows, 'A etcond setting for the adventure sanario is the trek through some wilderness, imitating such epic fests as the Fellowship in th Rings books or the qvertine of the Arthurian Knights, The adventure is Torranging, offering unlimited opportunities for the Characters 0 meet a wide variety of NPCs and Monsters, both lend and fos, 'A thd kind of eenario is whet might be termed the mission a proach. In such sanaris, the action besine in 2 setlod area, with tho {Characters all gothored together inthe same place. They may be simply sitting In an inn, Between adventure, Or they may be engaged In rout: ine Busineses and vocstions. Suddenly, it Reppers! The Princess has been kidnapped and is being held for ransom. The castle is suddenly bbeseiged by invaders, and someone has to go for help, The King hae ‘been captured by his enemies, but his evil brother wants the throne ‘and ia blocking the collection and transport ef the ransom. A dragon is terorizing the outlying villages ands reported to be moving toward ‘he capital. A band of robbers is carrying cut its depredations on the Kings Highway. A frend hes been arrested by the lool authorities on wnat appear to be trumped up charges, and he's heeding for a certain hanging. Me could go on and on, but the bottom line is thst Someone Hae ta De Something About This, and guess wna has aeen selected for the job? (OF course, the situations wil instantly be recognized as typical of 3 score of sors and mare, The advantage ta developing tuchseraroe it ‘that they all give the Players a definite goa to achieve, The StoryTaller CGameMaster will especialy love such senaros, because they give him en ‘opportunity to write a somewhat more detailed script to qude the aot- tion, The dlesdventage is tat the senarfo cannot be tackled by the same Payers twice, ‘Stl we do recommend the mission senario whenever possible, si ply becsuve thay re far quicker to prepare than the often monumental etigns needed %o develon a comprehensive and longlarting Place of Mystery senrio, The classic Dungoon, for instance, can become a mon ser in its oven right, ith level ater level of convoluted pareageneys {nd chambers, populated by hordes of monsters, and littred with Wee sure. Unfortunately, the setion boss down into repetitious series of fearcher, combate, and loatinge. The aetion can be kept going for Yost, ‘but the Gametlaster spends all of his ime racking his Brine for more and moro clover and orignal raps gimmicks, wicks, and monsters to Kap the Players entertained and intrested ‘Somensere in all that, the rle playing i forgotten. The outer world pales Into insignificance, Finally, the fantasy becomes only a deep, ‘ark, damp, dangerous dungeon. Consider how the grat writers have handled such places. Tolkein resents the Mines of Moria asa place to passthrough. It doesn't oc- upy all of the adventures’ iene and efforts, Le Guin presents the Tom= bof Atuan as «place In which 8 valuable magia! Item is hidden--t be retrieved and esried back to the real world #0 that kingdom can De faved, ‘Ther lesson is thatthe world is more than ® labyrinth, and ‘the action Belongs out there t09, Places of Mystery have meaning when made a part of a mistion ven- trio. They can be msde simple oF erly complex, the latter being = Dace to revisit later for some other purpose besides the one occupying ‘tha Players at preset ‘One thing thet GomeMosters might note is thatthe basic C&S has Aispensed with random appearance tables. If genera tables ofthis type bre detrad for use with C&S, they are avilable In the SourceBook Which expand the basic world of CBS. “The reason for this lack of random appsaranco tables is that we fol that such geming bis become an aosession with some GameMastors. We ‘cannot possibly prediet what you intend ro do with your gaming sen Bros, s0 anything we desion will automatically take contro! of your ad ‘entire, That i, our tables have NPCs, monsters and probabilities Built In which might conflee with your slew of your world and the specific sme of your ssraro, If you feel you need such gaming ald, we recom- ‘mend strongly that you develop your ovm lmitad tables of random ap- Dearanos of specific creatures which are appropriate to the senaro, OF van tho specific place in the sonario, which you have designed, Beiter Fill, lean to trurt and use your own good jusgement and have NPC fd’ monsters appeer where and when the action alls lgically for thal 2.05 RUNNING A GAMING SESSION: PREPARATION Ina way, there are no recipes or any nord and fast rules for running ‘8 successful role playing session. Each GameMestar is faced withthe frablem of developing & persona style of presentation with which he feels comfortable, Also, the Players themselves have a considerable ef fect on the gaming because the entire activity depends upon thal ntar- sotions with the GomeMrter and with eoch other ‘After the world of the fantasy compsign has been designed, and an ‘aévonture sonaro is rad, the Players must choose thelr Characters for the edventure, nally, a Character Davslopment sassion will be need 20, in wien the Gamoldester asits the Players to generat one or se (Characters for the camosign. Once each Player hae a Character or ‘wo, launching Into the aetion is much more direct. ‘ten, the Characters avilable for adventuring might be restricted to those who are ‘in town’ or within easy eal at th point Inthe camp ges time line (slender) et which the seventure begins. Iti likely ‘hat pst history wel play par in determining wile Characters would be going on the adventure. For oxampl, Characters who had advent lred together before and parted “riends’ would be most likely to band together again, “Enemiey’, Nowever, would likely nat risk the hence of "reachery atthe hands ofthe other uness the stakes wer very high. ‘At ths stage of the sonaro, the GameMaster wil provide any ad- vanee information thet is forthcoming, ans the selected Charaetirs al Cutt themselves according to need and the resources of thelr wallet UUnualy, the nature of the mission ie knowin In gonaral terms, an some plans and Informed decisions as to what equipmant to take ean be mace, 2.06 RUNNING A GAMING SESSION: INTERACTION nce the inti! preparations are completed, the adventure begins in ‘ernest, The adventure prosresss by the GameMacter and the Payers talling each othor what is happening, Physical actions, maps, diagrams, ‘and ministurs figures may ell be used to supplement the descriptions ‘3nd make them clear “The Gamottaster Informs the Players as to what i happening around ‘thoir Characters. He should always KeeD in mind what the Characters ‘ould sense and know. All too often, Inexperianced and secretive refer. ‘ee forgt that a parton can take in an entire room a litle moe than = dance Ina time of possible danger, one’s senses ar heightened, and 3 ferton wil be alert for anything suspicious which catches his attantion FF he could recognize it upon zeing/hearing it ete. Thus, not everything need be deseribeg, but If something significant could be sensed and rec- ‘oized as important, 8 Cheraster would likely percelve It. Following ‘his simp rule will prevent a [ot of those situations in which @ Char- eter flls vieti to something obvious simply Because he Player had fot etkad » question about it, He does have to; his Charater, being {nthe Imapinay worls, might notie it instantly. I there ia ehenee of rssing It, the GameMastar might consider a tactll at some odds Or ‘ther to determine whether or not the Character aid perceve the erature or abject. “The Players respond to the GemeMaster (and to each other) Dy tel- ing what thelr Characters are doing and saying in the stusion at hand Sommtimnes, it is advisable to hove one Pleyer designated asthe Caller for the group, speaking tor everyone unless there isa need for any Player to apeety whet hs Cnarscter is upto ln a large playing group, @ Caller is often essential, 2s no GameMaster can cope with eight oF ton voice all speaking a once, “The Players ave free to stk questions to obtain information about ‘ther surroundings or the events end personages confronting thers. The {Gametster can answer with adstional etal, clue, and even iele- vant facts that ore perceived by the Characters but whieh have no rea) bearing on anything importent this can confuse the isue without jnything really being hele beck). Players should not be allowed to ask {ot Information beyond the reach of thelr Character serves or beyond the Character! understanding. The lat is expecially important in tue Tole play: Characters are not thir Players, and thus they may De Ignor- ant of things the Players would know to ask about ‘A fairly clesic example of ‘ealling’ in an FRP game is provided by the following situation. The adventure has taken a group of four Char ‘eters t6 the third floor of ¢ ruined tower, in whien 8 number ef brig ‘and are suspected to be hiding GAMEMASTER: “As you reach the top of the stars, you find 8 Closed door. It wooden, with Irn bracings, and appears stout and Stronalysecurec. CALLER: ‘a there anything on the other sie?” Ciearly, the Players must do something through their Characters to {get any kind of answer to that question. The now traditional ‘Listen at fhe Deor procedure will sweceed or fal, dependine upon svoral pos ‘bilities, First, tha Gharaetor will ave 19 have fat good hesring be fuse the door 1s thick. Sacond, someone/somathing behind the door wll have to Be making some noite to be heard st al. Let us suppose ‘thet thore ae eight Brigande in the chamber on the other side of the ‘oor. A tir bit oF noise wil be only logical some kind of conver- {ation arguing, gambling, cursing, or whatever. (GALLER" “The Thiet litene at the door Sn seo examines i to sae how it i secured GAMEMASTER making 2 “‘Istening’ determination): “He hears ome voloss from the othr side. He doesnt know how many sev ‘ral at loos, The lock Isa simple key mochanism- - easy for him to pick’ CALLER: "He's picking ft, Can he make our the conversation?” GAMEMASTER {making another determination to 586 ifthe Thiot picks the lock): “Hdl ava t open next turn. He can only make out 2 few words. Something about the loot they'l get when the caravan ‘of merchants cormes along the high road tomorrew Contirmetion of the identity of the man on the other sie of the {door has been goined. Obviously brigancs! The party readies for fron ‘al aceult to take the brgands by surprise. CALLER: ‘Ae oon os the Thiet hes the lock openea NI step aide land kick tha door in. The thors hove thelr favorita weapons out. Sit (Cederie an Squire dibs are going in fre, shields advanced, Yeoran ‘Mark hasan arrow ready and will shot his longbow atthe first r= ‘pt he sees once into the room. The Thief will bring up the rer, his ‘throwing knves rea. GAMEMASTER: 'So Ie Yaling and whet nave you?” CALLER & PLAYERS: "You bet! And they'd better be surorisod'. pula charge, then? With al the usual Play continues in this fashion throughout the session. Basially, nothing that fr not sated verbelly oF In writing i assumed to have ha pened Ths raqures that the GameNster and Payers all haves stron fonen of honesty and Turly good memories. For example, a Character wine hae 2 knife in each hand cannot draw his sword unless ha does something with one of the knives either drop i or throw it- Or apuin, ‘he Gamatlster must watch out forthe things that the Charactrs doing whieh alter their porspecive on the action. For example, if 2 Character turns to follow the movements ofan enemy, he might not ‘another foe lunging at his back. In action sequences, the use of min- lature figure ereetly sds everyone in seeing instantly wht is happening all around the Characters and others in the situation, and avoids long ‘Sisputer 9boUt who could oF could not see what. ‘Another element of roleplay sadly neglected by some Players and CGametMasters is wilogue-- whet the Characters and NPCs/Monstersoc- {ually ay. If role play ever meant snything, itis here. The purists ‘mong ut ergue that anything » Character says must be in charactor and Wil nave a effect on thote overhearing his words. If one is asking some ‘rections of another, for instance, the manner of address and the tone fof voice ate very Important. A smartelecky Commoner responding to the question of where the nearest inn is located might find his ears being boxed by the outrages Knight 29 rudely sderesse, or even worse Inexpevienced Players often do not understand that dees about equa ity and individual freedom are sien to most cultures besides our ven ‘A'aw such lerons might taseh them manners, ‘Some very expert aroups 99 #0 fora to forbid discussion of game systems and which ane should be apalied, or what the odd ae, etc. ‘during the eouree of role playing. This form of gaming ermphasies role play to the extreme, The Players ae pretending literally to be their Characters at all times, If they clscuss strategy, it sin terms of what ‘hey, a Imasinary personages, ae going to do; never do thay step out ‘of character to plan as Payers. Only whon a game system is being ap- plied will the person(s) Involved speak of the odd, etc, in order to {arty out the action. ‘Some GamaMlasters also forbid reference to many sections of the rules before an action Is caried out by the Characters. That is, no Player i allowed to look up romething to refresh his memory abouts ‘pel or monstor or whatever, This approsch Is best used when 2 playing froun i familar with the rules, and it agen tries to emphasize 'ole Playing in character. After all, snes when doe 2 fighter lookin ele ‘book lust before daciding which weapon to draw? Only winen combat is Joined wil the appropriete tables and chars will ba consult ‘Many Gamelasters also go to real tie when decisive action isre- ‘ire. In short, the Playare have to make up thelr minds right now, mo fep out of character and dicuse what they are going to do about on Unsetling and rapidly developing situation, GAMEMASTER: ‘The Black Knloht is lowering his PLAYER 1: “Geez, guys | think we'd bettr figure out what to do ‘bout hi PLAYER 2: ‘Only one of him, Il cut loose with my heavy cross bow, That should == PLAYER 3:No: sit # minute, He might be bluffing, Besides, we ‘can get into slot of trouble If we shoot down a Knight, We're only Commoners, you know, nd this is foreign territory” GAMEMASTER: “He's charging across the bridge." PLAYER 2: ‘Come on, guys, We gotta do something fst” PLAYER 1: Maybe if Least sleep spell. PLAYER 3: ‘What if you foil? I's only thirty yards, | esn drop him GAMEMASTER: 1 doube it” ALL: Wy? GAMEMASTER: ‘Because you clowns have wasted so much time, he’s hee lreacy. Lance st Number One! ‘The fact is that the charging Warhorse has already made It over the bridge in realtime and te indelsve adventures have mounted Knight In amongst them, This sort of thing stops the game playing and brings fon the excitement and rustrston of rel action. Think fast, or die! 2.07 RUNNING A GAMING SESSION: ROLE PLAYING THE OTHERS (One of the most important tasks @ GameMaster has is bringing the Non-Player ‘Characters (NPCS) and the mansters "to life. The Game Master plays the part ofall the ereotures in the campaign not under eect Payer conta, 1 he is expert, he wil speck and actin charocter for ot leat the major members of the cast under his control, Non Player Characters fal into several categories of complexity and depth of rol pay, with importance and personlity development which fre equivalent to ctors/personae on a stage. Extras: Some NPCS have litle more than walk-on parts to play ‘They ae typicelly the noncombstants who populate the world end serve to deal withthe Charters in mall aye she peasant standing by the reed who points the way to the castle, the wine merchent wha ‘ies to cheat the group by selling poor grade wine et vintage prices ‘te. When one of these get in harm's way, he is unvally doomed ‘abble: The Rabbie are a bit more able to put up a fight and often repreent the asorted cannon fodder of the men in ronks, Their main purpose to get kiled, either valantiy joining the Adventures ore fighting agsinst trem in some desperate combat. Like the Extras, they are relacively faceless personages, with limited character development ‘xcept In so fares 9 specific wat Is Important to acyance the action. Minor NPCs: Such porsoraltes function like the Player Characters and have # beckaround ana character which sults the part they rust play in daveloping the ection. Generally, the more important the port, fe be played, the more the GemeMaser will put into designing euch an [NPC to help both himeelf and the Players understand the place the NPC has in tho unfolding senate Personality NPCs: The major figures in the fantasy world may be eveloped in considerable detall and evidence qualities and talents lahich val Or even surpass those of the Characters, Personalities are NPCs who have echieved importance in the campaign - grat heroes, Vilsing lords, mages, ee, with stom the Player Characters must Cpe, Personalities may bo allied or opposed tothe Characters, Monster: In adltion to members of the cantralract, the Game: Master will have to operate a ide variety of monsters, Many wll have personalities, and they can berated in much the sae fahion a stand: rd NPCs particularly If ther are intalligent erestures, GamaNastors {are advised to recall thelr roacings in fantasy fltion end legend. The Blatant Seact in The Incompleat Enchanter, for exampi, i foretalled from making a meal of De Shea by a rather uncouth and ribald poem. Again, the Orcs capturing swo of the Hobbits In the Lord of the Rings prove to have their own worries about the Knights of Rhorrim and {heir onn employer. Garetesters who allow motivations other than Kill Kill Kil” to the Monster wil decover that tne offer excellant and enjoyable advantages and opportunities Tor superb roleplay. Ore Goblins, Trolls, and related types ar, for instance, potantially corrupt ible with gold’ and silver. And they get seared when the Reroer are ‘thrashing them ina stand up fight! ‘Besse: The GarneMaster must run all ofthe sims inthe game IF he has some understanding of animal behavior he should ue Mie know fig to direct the actions ofthe beasts, Not all wolves, fr exemole, re ‘avening killers who attack to the Tart pack member. They a wiley ‘etures who ate well eb to asses the odds and can count casualties Wwoll enough to know when to break off an attack. Lions, tigers, n= thers, and leoparde attack from ambush with a sudden rush. Faced down, they tend to withdraw, especialy if they ae confronted by sev- ‘rl yelling, pareve opponents and have» bolt hole Im goneral the some remarks Grected to Players about how to ay their Characters re eavaly applicable to the GomeMaster. The one truly unforgivable sin heres pleying NPCs, Monsters, end acts like ‘mindless robots who have no feeling ar nurse of their ovn excBpt 10 Kill the Characters. The real sil ong imagination of the GameMaser revealed in is roleplaying of the Others inthe campaign. 2.08 RUNNING A GAMING SESSION: LONG RANGE PERSPECTIVE Unlike most other games, roleplaying rarely ends attra single ss son, Rather, ts an ongoing activity which can span years or decades in gaming time, The main thrust of FAP gaming i 70 gevelep a bio- ‘Fephicalautebiographical story which presents the lvee of the Ghar Ecters If played with sil and lusk, 2 Character may enjoy 2 long life in the carmpaien “This means, plein and simple, that the GameMoster hss to gouge the longterm effects of the developments of a moment. Aliow a Gharactor ‘0 sequire 9 superb mogleal weapon or magnifcient magia! armor, ond ‘You may have rendered him all but invincible. The Craraetr bene 0 ‘mow down his opponents with an ease that soon eauses everyone tO Tose a bit of anxiety about his fae, What ne before ofirly reasonable ‘gamble in the face of death 9 genuinely herve situation.» now be- ‘comes 2 sure thing. The duel between matched opponents degenerates Into litle more than a series of minaless murders. ‘Some roleplaying somes have specilzed in thi gageteering o son- sationalze the action. Unfortunately, once begun, the GameMaser is {orcad to introdues some impossibly fearsome opponent equal tothe challenge ofthe super armed hero. ‘At the same time, It should be recopnized that Characters il tnd to start out initially with relatively imitedfignting/ mops! abilities and equipment, With time, they rove in skill ang avalabe resburees, be- coming more end moré formidable opponents, Their challenges should be increased proportionately, 20 that there Is always 2 sons of danger ‘and uncertainty In tlt minds. Tn some Instances, Characters will fll into situ leery beyond their current bility 10 handle. tn such instances, the duty of the Gamolieter to exer al of his skill to make sure thet Eenario tan be resolved through skilfol pay, brave and decisive action, find parhape even 8 Tow lately disguised) interventions by Fate the ‘GameMaster. Naver should a senerio be devised as an almost certain Geathtrap. particularly Hf there ie 3 porsbilty that a Character or group ‘of Characters could fll into an Impossible situation by sn accidental bed roll of the die, If such an aceurrence happens ane the group does tect up with the Damon whe can blot them out ina ee, a bolt hole {hould be builtin 20 tht they ean run like hell ane get sway. “The sole exception to thu foregoing isthe senaro which x very def initaly Known to be very lethal, and which f prevented saline ot play ‘ahlen tho ployee can freely choose to follow if they wish. In such in {tances everyone know more of les what he was getting int, and once ‘ecepted the challenge is then fae. ‘Suber weapons and armor ean be introduced with 2 condition on ‘their use, The iota bahind the magial weapon or magical device le = the miasion concept in many stories of legend and fantasy fiction. Thet is, tome weapons exist Tor specific purposes, and they may be temp Dari delivered into the bande of heroin order a9 eee him through S| hallenge, In the Anglo Sexon epic, Beowulf, the hero sees 3 magical fnvord an the wall of the underses cavern in which the dread Seo Hag ie'ighting him, He slaye the troll wife withthe weapon, then cuts off the hasd of her son, Grendel. When the deeds are done, the blade of the weapon mete away with the blood ofthe tral It le Dansewore ‘esigned to will such terrible creatures, but destined :o be Gestroysd ven as st destroys the vil it was crested to vanquleh. Such magical Frere are the tallmans of power, placed in che earth to provide aid tanen mare human powers are not enough. A good senarie may plant 3 umber af such items along the wv, each perhaps to be won throug ome encounter and to be vied in an inevitable later encounter ‘Such covios, coupled with careful eye for balanced pley, can void the worst evils of overmatched Charactars or NPCS. 2.09 RUNNING A GAMING SESSION THE WIDER WORLD OUT THERE Many GameMastars make the mistake of eancentating on adventure senarct or on developing involved dungeon complexes, forgetting that ‘here isan entice moria somewhere out there. That world goes on from ‘ay to day, often oblivious of the existance ofthe Player Characters ‘xcept wen ther actions intrude upon the dally routine ‘Put another way, a8 Your campaign grows In sap, and your con caption of the fantary world becomes more clear and detailed, the broader events and movernents in the world's story will asume 2 lite and purnose of their own, Many of these event will som far re ‘moved trom the live of the adventurers, There will be wars, berberian ‘hice, depredetions of bandits or monstars, revolutions, religious moves famines, and 9 host of ether events, either by ecidont Or deliserate choice on ther part “The Gametsstorcan provide news of nav replons and facets of his world just prepared for adventuring by announcing such events. This is 3 dramatic method of Inviting the Players to become caught up in 2 new ‘venture, with fresh opportunities for glory, loo, and whatever ele ‘thay might be seeking. The more your campsign comes to encompass, ‘the oreater wil be your need to devalop the sense ofa Iiving, sensible \world with fe own stream of evente happening From day to day. This |e why C&S concentrates upon the simulation of an actus, documented segment of history end fantaty fiction. the feudal ages. Alternative ‘worlds are proviged in tupplements, 2+ well. By having a coherent ocial order to build on, a believable fantasy goming world thet realy ‘works ean be erated "The valve euch @ world has fr long and enjoyable FAP gaming can not be oversttes 3 On Being a Role Player If you ore 8 beginner, fantasy role playing may ssem a bit batting 1 first, With time and experience, you will ome to understand wat it it that you ore expacted to do, and also how to do It succesfully. If {you are sready on experienced role player, you may have acquired Yiew of what fantasy cole playing is about which differs from the one ‘on mihich Ghivelry & Sorcery Is based, Every fantasy role paying geme his ie on approach to role gaming, and some are radealyiferont from the approach and pilosophy embodied in thes rules. The folow- Ing vecions vet out cut idees about roleplaying. Beginners ane veterans ‘lke are urgod to read them carefull. 3,01 THE PLAYER “The term Player is vied exclusively to reer to the fleshandblood person whore tack itt to pretend to be ond to direet the actions of 8 fotally imapnery person (the Player Character) wih lives inthe totaly Iminary world of the fantaey campaign, The Player himself should roster those ports of the rules which apply to his Character and the ‘evelopment of« porsonality for that Charactor, 9.02 THE PLAYER CHARACTER “The term Player Character (ebbrevites PO) is used exclusively to refer to the Imaginary person sho ives inthe imeginary world of the ‘artagy campaign ‘We stress the imsgnary aspact of the Playar Character. The PC is not the Payer. Rather, the PC ie role the Player sssumes Inthe gam, Tike an aetor pisys a rola on the stage. The PC has his oom pnsiel and Intelectuel capacities, rongo of spocialized sills, and 9 personal his tory and social background often very different from that ofthe Paver. In short, the PC has hit own life olive, and ha exists quite soparate and ‘spar from the life and personality ofthe Player, 3,03 POWER GAMING “Tete le @ certain kind of Player sho, because of inexperience Is unable to se8 the eld line that seperates him from his Player Onar- ‘cter. Such 9 Player undergoes an almost complete identification of hilt with his Character, and loses In the process the whole ide of Playing # genuine role. Everything thet heppens to his PC he wil gard buing done to him personally. Everything his PC does he regards as bring his own personal fest. This fea lot more than taking simple pide in accomplishment a a gamer. It Is beboming In an almost Inert fash fon the Player Cheracter. “This type ef Payer cannot soe thet othe may be pleying thelr roles completely in character, He will quickly take offense st any other Player whose Character logically and naturally does anything unploas- fant to his Character, He jut will not ae tat hie PC se not himl, The ‘sult ia twentieth century person, wlth swenticth century Idea: and ‘ritudes paying. pure frciesl and quite superficial role ae a person- fity In another time ond piece He navr really gps Inside the head of bis Character, He never has hie Character thinking, fealing, and acting likes native ofthe fantaey wor, I's ait he put on @ Holloween mask, but side’ change otherise “The whole purpere of fantasy roleplaying 3 ts finst i o pretend ‘hat you are not there inthe Imaginary world, Your Player Cheractr is ‘here, and you must understand him and his world, sometimes forget ‘ing Your ona personality se world entiray. “The Player who cannot do this will almost Invariably turn Into 2 Power Gamer He hes something to prove sbout his awn superiority a= ‘2 porzon and os 2 gamer, end he uses the role playing gome to score points often at the axponsa of other Players. The characteristics and ‘lite of his PC exist in his mind only as @ bunch of factors to be ‘anplied to the game avstems, He i @ ful fonatc, and absiduously ‘zarches the rules for every icophole. Weapons are choeen for their ‘minimax’ (minimum - maxlmum) capabilities, not fer any other re on, He often discuses couras of action during an adventure soley in terme of the probebilities offered by the some sveioms, is constantly talculating Nit pointe of one adversary or another and spends all of Ris ‘ime trying t lead the game systems In ik favor. Give him 8 vweapon or magical item of power, and he goes smoX-- puthing around the Cher- fetere of other Players and annihilating just spout everything insight to build up his body count and experience levels omer Gaming isthe natural result of» campaign thet lacks any rel semblance to ¢ functioning world, The action Is conducted almost &x- Clusivaly in some totally lawless, often rightmarich place called = “dungeon. With no soclety, no laws, to restrain anyone, just about any ‘hing gous: - and does! Emphasis places exclusively on succes Inkl ing, finding, ond looting treasure so that Pomertrpping Payers can see 0 ‘their Choracera/Themselves ree in power through obtaining experience points. Thon their more powerful Cheracters/Themeelves an go bacle Into the dungeon to do more klling, finding and looting t rise stil ‘erter. “The Power Game compsign is conceived as a kind of contest be: ‘wean the Players to see who can become the protein the playing ‘Ou. Bullying and treachery are the norms of behavior. After alt fre can get awoy with Rt, who i to stop them? There ara no eal laws, fo polles ste t0 praventsueh Behavior. Furthermore, bacguse there is no fantary society out there, the genuine ole Player iat a citinet ad ‘antago in # Power Game because playing irmly In character sometimes ‘ean doing things that are not the best in cold-blooded gaming terms. ‘Thus the Referee i often responsible for Players" conduct, Consider the folloning situation, A group of adventurers hove come Upon a vale of flowers in the mile of an enchanted forast. Thay are teeted By a pretty maiden who invites them to supper gt her cabin heerby. Very nosptable. Also very dongerous, because anyone who [rows legend also understands that 2 vale of lowers key f run by & powerful Fay with erat magical powers. The roleplaying adventures Seoent the invitation, and eigcover that the wine thay drink to the ‘alden’s health is really lacod with a Potion of Change. They ae larely Uneffoctag, except for one who lea talking frog and another who ie only two inches hig Rolo Players accept the situation as tobe expected, Manners dictate that they secept such a gracious Invitation to clare (especially since It ir late], Manners also dietate the drinking of a health to thelr hostess, tine nes cooked them a fine dinner. All his is par of the wile Grival- Fie tradition, Becaure the GameMaster ploys the game to0, he has his foun plan in'ming-- and the plan requires talking frog and a two-inch human, Because tha Prayers know thet the GameNet seo playe the tame, they trust that being flyin eheractr wal lee ultimately t0 the highast of adventure, not abject dsseor Power Gamers, on the other hand, would either decine the init stion oF, upon secepting, view everything with the deepest suspicion. ‘he wort happened, and two of their number were altered inthe man nor cescribag, swords end wands would be ut and a cersain young Tay would ord up vanquished, dishonored, and dead. Thus i, eter al, ‘he naturally parancid reaction of @ group of eternally hinted Players in 2 nightmare worls with no laws exeopt “Kil the Character if they soot lp. There is never any safe around in 2 fantary world designed for Power Gaming, This means there Is Ita, I any, room for Fal role playing 3,04 ROLE PLAYING ‘As a Player, your job is to ereate an entire lie and personality for your Charsoter, Stand back from the action & bit and attend to the Thechanies of the game, but allow your Charecer 10 do his thing at well "The Player's tak isto design his PC by generating andor numbers fon dice to determine the PC's basi physial and mental traits, and also {the babe facts about the PC's socal background. Using those bits of n= formation, ti then possible to flesh out the PC a a living personality One can choose 9 career for hin -Fighter, Mage, Cleric, Thiet, ete Specific skills, fighting abilities, ete, can be determined from the sic ata once the choice of career is made. Optional systems exist to pro- ‘ide Information on the maral natu, psychological heslth, ond phys Ical appearance of the charectr. The Cheracter generation system f= {quires a bit of time initially. But If It sa ful-bociea person you want {or role plevina you wil indeed beable to developa complete atarate Personality with 2 viewpoint and goals al of his awn ‘The bottar that total Character developmant Is done fom theater, ‘the more the PC will take on life and style uniquely his own, Ae his life inthe campaign unfolds, his experiences will bepn to modify his iewpoint and his ams in life, He becomes person, “There wil bs Character identification in eny kind of roe playing “The Player will find himself saying‘ and me” when spanking of what his PC seid and cid, or had done to him. But the Role Payer will ever forget for long that he is seporate from his Charocter. This minimizes any bad feelings that might develop ovverwise, when another Character does a dirty trek to 8 PC while staying in character. As 3 person, one Derhaps has the right to bee bit iitated when his Character Is victim= fend, But as Player, one has to recognize that another PC acting in aracter could be expacted to act that way in the game, There i noth ing personal intended in any action committed by a Player Character th is acting naturally, Only ithe Player apeating that PC Dad tep- ped out of ensracer ond uted his PC for his own ego satisfaction wl ne have a right tobe truly anay ‘Many fantasy roleplaying games encourage 2 very rapid generation ‘of & Character. Often, thie conset of roling ice few times, noting ‘own the results, and then getting on withthe gaming sanario. uch an ‘approach is perhope fine for 8 Power Game approach. If genuine Rela Playing is Intendes. this kind of Chsracter Gevelopmant every sim- plistic|an hasty useful to creating an alternate personality Many aiffcultios arksing In roleplaying campaigns can be traced to ‘rietion between Playors over the conduct ofthe Characters ho are really the powerstipping Payers themssives, only thinly aisuised by ‘norole name and a role [abe ike "Fghtat or "Tle? . The idea stared Off as Raving fun with @ game, not to turn the activity into means of Setting personal differnces between Players or to work out personal frustrations and agessions by vietimiaing the Characters of omhors Bullies ond traitor are never liked, partculrly whan others fee that the behavior is really directed at them. dust becouse its only 2 game ‘oee not exeuee plain bad mannart and Bad sportsmanhip, We Invite Such Players to straighten out rant now or dapart from the playing Group, I's 2 good tule, ‘The playing oroup should be composed of {riends who enjoy each other's company end imagination at rey work ‘ut the leitiate escapedes oftheir Characters We don't have time OF Interest in troublemakers who intrfera in our enjoymant of the game, "The need for Characters to remaln in character as much 36 posible Is pethaps the chit reason why Chivalry & Sorcery Is cat in # feuds! secting, t could easily be a Barbarian society (Vikin, ete), 2 clstcal fone, oF one drawn from 3 work of fantasy fiction er even developed lntiely by the GameMarter, But ws do needa society to tll everyone, CCharecters and Players end GameMaster slike, how things are done and This keops 2 lot of Player fostings out of the game, encourssing lveryone to concentrete on dealing with the ral sues t hand. In 3 Society, there are traditions, customs, laws, and manners t0 guide Players as thay direct the actions of thei Characters. If someone de cides to do abit of Power Gaming, there is always Someone Siager that victimized Characters land NonPlayer Characters for that matter) can ‘urn to to bring tho offender to justice, Even the toughest superhero cannot stand up for long aginst the mosted might of an outraged pop lace and Is leaders, If Player insists upon playing Mie Charactr ae a villain,» perfectly legitimate activity for role play, he should have to face the some consequences at any real villa dees, S2tting onoee ‘azainst society isto take on the entire worl, and a Player should’ ommlain 1 the root fallen on a villain who does nox cover hie taekt ‘and actin a manner designed to cones hie wronedoina ‘Who are you? Your answer to that question could take many forms ‘You mah alve = physical deseristion of youre, isting weight heart lve, alr, and skin color: detingushing marks; and numbar of arom inent physical abilities or dficlencies, You could make a genera sss ‘ment of your intelllgenes; the areas you know quite 8 bit about; the Specific tntrars, hobbies, and skis you have; things you know Bit bout but cannot be called an expert In: the tings you simply cannot do or else do badly; ste. You could ourtine your value system hove You decide wht is right or wrong, eo oF bad, worthwhile or woreh- in public, and what ehould be done with people who break the rules, You could mention the different places you've been ana the people ‘you've met, drawing lessons from such experience which have changed ‘Your views’ and opinions and iifestyle, In shor, you could estes your whale life, consigering whether of not You have met your gosle and Seserbing’ your hopes end plans for the future nthe light of your resent knowledge, sil, ablitis, and personal habits, Ie is no differnt for a Player Character in a fantasy role playing ame, Some elements that make up the personality of @ Character wail be ‘present from the beginning, atsing from the Character generation sve- {ams, Others will orise atthe Character ecquires @ ming history and cortin traits and tendencies emerge asthe ste of that personalit’s way of doing things. 3,06 WHO WINS IN A ROLE PLAYING GAME? ‘Some roleplaying games emphasize the competitive aspects of play, ‘with the amassing of high totals In the body count and experience points area boing the ole im of the gaming. This Is decidedly not the fase in Chivalry & Sorcery. One could advance in experience levels: ~ {ahich represent proficiency certain eras but there are anv WaVS {odo besides an eternal round of seeking, saying, and looting. “The idee in # fullledged role pleying game ito play role and see vohat happens. In short, we offer an entre worls aut there in which Simost anything can be ted, Be a Lord. Attain Keighthood. Slay en fmies, restue fir meidens, and be 3 Hero, Goo villain. Do good. DO ‘cl, Ezcape from the fielse ond become s freemen. Seek knowledge {and enlghtment through the pursuit of the Arcane Arts. Save souls. DDarnn them. Anything you set at a personal gol for a Character be- comes the moat important mesiure of sucoess or failure in the camp: gn. If your Character attains hie dreams, Newins If not, wells obe ed ‘ving. ‘This introckices the heart and soul of fantasy rle playing. One thing ‘about auch games that can confore the new plever, and whieh experi fncad Players should remember but forget, eth the games never end, ‘There iz no real wey to lo except by dying. There is no real winner ther, excapt those who survive, Indeed, to really complicate the ple- ture, 2 Characters death can itelf be a colossl victory if it Is heroic land accomplished with style It is necetsary for Players to undetstand that the essence of fantasy a blaving is autobiographical. Players and GarneMasters combine tO tell the life stores of the Characters. We presume thot the Chorsters tte Heraie in sature, The adventures are the high point in the carers Of the Characters, and months or even years in gaming time may be ‘assumed to pass between some of them. An adventure may ond, but the ‘ory never dacs until the Hero is slln or the campaign Isat i ned, Ina complete campaign, where Players have several Characters operat. ing at the sime time, the lose of ona Character ends only hie story. “There are always many othors remaining te unfold in yet another ene ter of an ongoing aga of dering, [Bing a-Hero cemands @ campaign on an epic scale. The region in Which the action occurs need not be 8 huge territory or need not in olve a conflict of cosmie proportions, However, the challenges con- fronting the Heroes must e tulficlent to produce high excitement {nd sunbense onthe part of everyone. Players and GameMasters alka are urged to reed some heroic: - literature: ether the traditional legends or modern fantasy fiction-- ‘to acquire the necessary insight into what makes a true Hero. To be blunt, Hero donsn't always weigh the ade unlike some hyper-com- petatve somere ho mistake winning with rising in experience points, ‘A Hero faces his doom bravely, defiant to the end, socure inthe all- fimportent realization thet death hurts only for # moment, but Glory lives on tore Hero roleplay demands that Players meet the high challenges, nd ‘that the Gamotlasar offer the opportunity for genuinely heroic deed 40 be accomplimed. The GameaNsrter ha the task of matching up the ‘ppostion fairly to the skill of the layers and the general abies of ‘their Charocters. Apply couroge, cunning, end honor in pal part, nd ro Character ean ever relly lose anything. The Player has stepped out ‘ie hirgelt to don another personality, fecine dancers ond opponents Unthinkable in his mundane everyday life, ull death finally takes him ‘00. surrounded by the heaped Dodie of hit enemies, Horole Players must be the equal of Horole Charectars. A Herale Payor knows when to let go ofa favorito Charactr. The de Is cast, @ death is demanded, and his Character soes down swinging all the way! “There is nothing so pitiful as Player who cannot accept the gorious fate of« Horo, It dermaane the exarnpe that Hero has st In hi i “True Rote Players wil ciscover that the Heroic Attitude wll pervade their gaming, Stories of great adventures and magnificent deeds will be tid and retold, establishing # traction of excallencs both inthe eamp= sign world end in the gaming group. This isthe resl pay-off in fantasy ‘ole paying. That alone is how to really win in role playing. “Thus the models for Charscter play should be taken right From the liarotore of fontary nc lagena King Arthur and ie Knights; he heroes of the Greek eps; Conen the Conqueror the Fellowship of the Fling: end scores of dozens of athers wha would tis ail on very slim bet to gain glory. Even the villains should be of Herole Stature, a¢ ‘should those in the gfey ares Botween-- Charoctars like Fath snd the Grey Mouser or ther ik, who often tread in the shadows between Horole Champions and equally Herole ilans. "The marvelous thing about fantasy roleplaying games is that one ever realy dies, Desth of » Chorater always is succeeded by the birth fof yet another Hero to take his pace. The game never ends

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