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!