GMs SPEAK OUT TO PLAYERS ABOUT *THINGS* AND *STUFF*

Hello again.  This mail is to a kind of mid-season GM to player 
heart-to-heart - chock full of suggestions and generalized hints to make
your role-playing experience fuller and your efforts more effective.

These are basically observations on our part about how we feel people can
use some help getting that extra bit of information out of that hapless
victim.

Here's a list for you to peruse:

1) Characters who *do* things have more fun

	This is somewhat obvious, but think about it a minute.  The
	people in the game who are having the most fun are those that
	aren't waiting for trouble to find them.  They make events happen 
	for themselves.  People have a tendency to play all their cards 
	very close to their chests.  While this may be a natural thing
	for characters to do, it makes for a *really* boring story.

	"Well, I talked to him, but he wouldn't give me the artifact."

	Fuck 'em, then...find a way to *take* it from them.  Blackmail 
	them into giving it to you or even steal it if it is within your
	character to do so.  

	Examples: ask Ryan or Seann Ives if playing Jack and Raymond wasn't
	a fun time.  They made things happen.  However, it can be dangerous.
	But that's what it's all about...which brings me to the next point.

   
2) Yes, characters who do more often have shorter lifespans

	Sure, it's risky, but it's more fun!  It isn't the success of 
	your character that is paramount here...it's having fun which 
	is the most important thing.  So take a risk once in a while
	and if it doesn't work out, oh well.  If things go *really* bad,
	we can help you make a new character.  Better yet, try to talk 
	your way out of trouble, which is a fun experience in itself.  
	Which brings me to the next point.


3) Lying will make you successful...if you don't get caught

	If your character can lie, he/she can move mountains.  Why?  Because
	PCs are inherently G-U-L-L-I-B-L-E.  Take advantage of this.  A well
	placed lie can either save your life or make a mess of someone else's
	Just don't get caught.  Remember, they are all weak before you and 
	you can dominate them with your superior intelligence.  We, the GMs,
	are choosing to help you out by letting you know this secret 'cause 
	we like your character the *best*.


4) Take risks.  You are more successful if you try.

	If you don't take risks, you won't get *anything* done.  PCs are 
	not predisposed to help you, in fact, some have invested Traits 
	permanently to stop particular characters. Plus, there's only 3 more
	games left in the year, and if the only time your character gets
	chancey is the last game...then that is completely out-of-character
	which is a role-playing NO-NO.  Plus it makes the game shitty for 
	other people.  For example, in last year's game, a PC decided he 
	was bored, so he blew up the Soylent Green nightclub with a bomb.
	He wasn't angry, jealous, or getting anything out of it, he was just
	bored.  This sucks.  Take risks early and avoid the rush.


5) Frenzies are fun.

	Add color to your character. Sure it makes people look at you weird, 
	but it makes the game *so* much more fun.  Roleplaying takes on a 
	new flavor when you are out of control, and then even afterward when
	you have to pick up the pieces of your "spat".


6) Our job as GMs is to facilitate what you do.

	We have a few background plans for the game, but for the most part,
	PCs create more trouble for other PCs than the GMs do.  Don't wait
	for the GMs to show up as your arch-nemisis - control your own
	destiny (or someone else's destiny).  Plus, most of the time, the best
	way to beat people at their own game is to get at them indirectly, that
	way you avoid being implicated.  Who says that Mr. Bad-Guy is gonna
	come walking along down the Catacombs hallway looking for you?  Chances
	are, he knows where you sleep anyways...

7) Use other players.

	9 times out of 10, all you need to be successful is already in the game
	in the form of PCs or objects or other special things.  Go to NPCs if
	you have to, but try to use up your PC avenues first.  It makes the
	game more fun for you and less time that we, the GMs have to be Mr.
	Joe-Blow who won't tell you squat anyway.  Speaking of NPCs...


8) NPCs do not have to be exclusive

	NPCs can and will talk to other PCs or NPCs when they feel it is
	in their best interests.  Trust only those that fear you greatly.
	Non-player characters are also not invulnerable.  If one gets in
	your way, turn!  Or simply remove the obstacle.


9) Be persistent

	If you fail at something once, try again.  Better yet, be creative
	and try it in a different way.  No problem in the game is 
	insurmountable.  We as GMs have assured that.  However, the 
	solutions are not always obvious.  Be creative and try to 
	think of different ways to solve problems.


10) And finally, characters who *do* things have more fun

	I already addressed this, but it really needs to be said again.
	The reason why we forced you through the character creation process
	was so that you, the player, would have a character who had things
	s/he wanted to do.  So do them!  You'll enjoy the game more, and
	we'll enjoy you enjoying the game more.

	Remember, the world of the Gehenna LARP is dark, decrepit, and morally 
	bad for you.  Start being naughty!