My FRP Gaming "Rules"

By [unnamed sender] ·

TML message #4143From bundle 343

In spite of the fact that I have little experience running
*Traveller*, here's my general FRP gaming rules...

1.  GMs and players incapable of maintaing civilized adult
    interpersonal interactions under *all* circumstances need
    not apply.  The fact that one is playing a game doesn't
    excuse one adopting a dismal standard of behavior (although
    the way certain people on this list have been going on
    lately, I'm not sure I'd want to interact with them outside
    the gaming environment either (1/2 :-)).

2.  GMs and players without a healthy or better sense of humor
    need not apply either.  This is important enough to rate
    rule #2 by itself.

3.  The GM and players are meeting to work together at having
    fun.  Anybody who's not trying hard to have fun and to help
    everybody else in the room have fun should go away.
    Corollary:  nobody "wins" at an FRP game.  Or everybody
    does.  The (real-life) competition is against boredom and
    ennui, not against each other.

4.  One only buys the rules to help keep the gaming company in
    business, and thus producing other useful gaming materials.
    One should, in fact, ignore or change the rules at any
    plausible opportunity.  Last I checked, we're doing fantasy,
    not rule-playing.  This rule will only work if the GM and
    most of the players are reasonable people.  See rules 1-3
    above.

5.  Roleplay, roleplay, roleplay.  If one has trouble
    roleplaying, one should pick a character so far from one's
    own self image that one *has* to roleplay to play at all.
    The GM must be a roleplayer par excellence.

6.  No fewer than 3 players (excluding GM), no more than 6.
    These numbers are completely empirical, and the *very best*
    groupings can probably get away with 7 players, while lame
    groupings should have no more than 4, if they choose to
    play at all.

7.  Always try to find a convenient resolution (in the music-
    theoretical sense) within 3-4 hours of the start of the
    gaming session.  People's brains can't take more continuous
    gaming than that.  (Of course, second and even third
    sessions are both permissible and encouraged, but the group
    should resolve things quite a bit and take at least a
    half-hour break first.)  Again, these numbers are empirical,
    but highly recommended.

Thanks much for an interesting exercise -- the process of
formalizing and ordering these rules really helped me see what
I've been doing.  Major flames, anyone?

					Bart Massey
					[email removed]