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\begin{document}

% Put the name of your game here
\newcommand{\gamename}{GAME NAME}

% Delete this part!
\begin{em}
This is a template for game-specific rules sets based on
the Standard Rules.  It's easy enough to write such rules without
it, but it can at least serve as a convenient checklist, so you
probably want to at least glance through it.

In some areas it also includes FAQs, i.e.~things that players will
probably ask about if your rules about that area don't cover them;
consider saving time and sanity by including the information here.

Since there's very little that \textbf{has} to be in a game-specific rules
set, almost everything is in the \textbf{comments} of this file.  GMs can
go through those and turn them into actual appropriate material where
necessarily.  Usually you'll be able to just erase most comment sections 
without putting in any material.  

Oh, and remember to fill in the game name, GM team, and year, and the
italicized stuff below this.  (And to delete this section\ldots{}.)
\end{em}


\begin{center} 
\Large
Rules for \textbf{\gamename}\\[1.5ex]
\small
Written and GM'd by \textbf{LIST OF GMS}\\[1.5ex]
This game \copyright\textbf{YEAR} MIT Assassins' Guild \& above GM team
\end{center}

\vspace{30pt}

\textbf{\gamename} uses the Standard Rules.
Please \emph{read that document} if you are not familiar with it.
(It is available at \texttt{http://web.mit.edu/jemorris/Rules/} and 
(on Athena) in \texttt{/mit/jemorris/Rules/}.)
Experienced SR users, check the changebars and ``Edition History'' appendix.

% Settle which combat system is used:
You need not read all of the Combat Systems appendix; we use only the
\emph{[
  MA/MD/HP ;
  Phi ; 
  Rock, Paper, Scissors ; 
  Drive-By Darkwater ;
  Melee Darkwater ;
  Cinematic
]}
system.
[Or ``you don't need the Combat Systems appendix, we use our own system.'']

This document covers only material that augments or overrides the
Standard Rules.  In particular, note \emph{[identify which sections
are actually overridden---quite possibly none at all\ldots].}

%% You may not need to put anything for this section at all, since typical
%% things like badges or money only need mention if yours are special or
%% have mechanics, and atypical things like combat cards only need mention
%% if you're actually using them.
%
% Stuff you should have in your packet...
% Badges tell you... [if you have age or anything publically encoded]
% Money is... [if you have a physrep that's not bills or otherwise obvious]

%% Every game needs defined game times:
% Game starts at 6pm Friday and ends at noon next Sunday; wrapup is at 2pm.
%% Long games w/o daily hours should say if they have a Game Break:
% There will be a Game Break from Tues 6am until Weds 6pm.

%% You only need to put something here for a long game if you have
%% mysterious tunnel systems and so on.  Short games always need this.
%
%% Long game:  
% [Locations] are Restricted Areas as per the SR---you can't go there
% unless specifically directed to.
%
%% Short game:  
% Game takes place in [areas]; you can't go elsewhere unless specifically 
% directed to.  Note that you are expected to be in game areas at all times 
% during the game.
%
%% Games whose area is basically campus (i.e. ten-days, pretty much)
%% probably want to make explicit the status of Player living areas
%% even if it's the default, 'cause campus-wide games are rare enough
%% now that the reminder will be worth while.
%% This is moot for games whose area isn't basically campus.
% Player living areas are ingame as per the SR (including the Jhereg Rule).
% Player living areas are ingame as per the SR, but modified as follows....
% Player living areas are not ingame.

%% By default bodies are two-hands bulky.
%% If you want three-hands bulky bodies, specify them explicitly.

%% The effects of being 'knocked out', 'wounded', or 'immobilized'
%% are defined in SR 'Health' if you don't say anything about them.
%% If you want to change the timers for waking and/or dying, or if
%% you want additional wounds to hasten the latter, say so here.
%% By default helping the injured requires a special ability; if you
%% want some kind of first aid universally available, specify it here.
%% If you add related conditions like 'stunned', explain them here.

%% What you need to include here depends on the combat system.
%
% Typical [stats] are...                   --- MA/MD/HP, RPS, Phi, Darkwater
% Typical Hits and Blocks on a card are... --- Cinematic
% Weapon/armor effects are...              --- MA/MD/HP, RPS
% Known weapon-like Phis are...            --- Phi
% Deadly weapons are... [default: edged]   --- Darkwater
%   ... and have [red instead of black boffers]
%           [some distinctive physrep, ideally]
% You heal at...                           --- MA/MD/HP, RPS, Cinematic
%   (and at what time? noon? when you sleep? what if you pull all-nighters?)
% 
%
%% In Darkwater (Drive-By or Melee), if you have any attack modes beyond
%% those listed in the SR you probably want to list them and their effects.
%% (Though you can leave them secret instead if you don't mind not being
%% able to explain them to players at handout.)
%
%
%% Darkwater (Drive-By or Melee) defaults to having Attack universally
%% available (wounding if with a deadly weapon and knocking out otherwise)
%% and Restrain, Knockout, Wound, etc all requiring an ability.  You may
%% want some of those universally available, perhaps even mandatory, e.g.
%
% You must use specialized attacks, never plain ``Martial Attack'';
% everyone can use Wound (requires edged weapon) and Knockout (no prereq).
%
%% setting prereqs as you like (as you can do for plain Attack too, of course).
%
%
%% The normal interaction of ranged and martial combat is specified
%% in the SR, but can be changed here to whatever you like.
%% (Note that the Drive-By form of Darkwater has different interaction,
%% largely forced upon it by being drive-by, and tricky to alter.)

%% You may or may not need to say anything here.
%% All projectile weapons (disc/dart/other guns, throwing knives, etc)
%% have default effects from the SR if you don't say anything about them.
%
% Disc guns represent... [and do... if not the default]
% Dart guns represent... [and do... if not the default]
% [throwing knife physreps are... require skill... [and do.. if not default]]
% [weird attacks (probably foam pellets); if you have these, say what it is
%    that characters see (maybe nothing) when players see someone holding a 
%    pellet (or whatever) ready, e.g. ``hand charged with mystic power'']
%
%% By default, guns require an item card (but not a sticker) just like
%% any other item.  You may want to change that:
%
% Guns require [item cards / stickers / both item cards and stickers / 
%   neither item cards nor stickers, any physrep is a gun]

%% If ingame explosives exist, you want to say what's known about them;
%% if they don't, you might want to state their non-existence.
%% FAQs: Can anyone arm them, or does it take skill?  Ditto for disarming?
%% Can you read the timer to see how long is left?  Can you move an armed
%% bomb without setting it off?
%% Important: What effects do they have?  You might not be able to answer 
%% that publically, but it's always nicer if you can so that explosions 
%% don't always require a GM.  If your explosives always have item cards
%% with the effects printed on them, you might want to just say that.
%
% Explosives....

%% You don't need to say anything if you're happy with standard Killing Blow.
%% If you want to set restrictions, like needing a weapon, make them explicit:
% Killing Blow requires a weapon (melee or ranged).
% Killing Blow requires a melee weapon.
% Killing Blow requires a sharp weapon or a gun.
% Killing Blow requires a sharp weapon.
%% or whatever.

%% You don't need to say anything if you're happy with standard Waylay
%% and having it require a special ability.  Be explicit if it's universal:
%
% Everyone can Waylay (as per the SR) as a five-second Stealth ability.

%% If rope is freely available (or anything else to tie people up with)
%% you should say so.  Also, if you have your own rules for how people are
%% tied up and/or get loose, put them here; otherwise SR 'Captivity' holds.

%% You need administrative information either here or in your Scenario.
%
% The Control Room is....  The Common Room is....
% [Also where the Queue Room is if you have that separate (uncommon nowadays).]
% The Box is in....
%
% Mail for the GMs should be sent to \texttt{[game]-gms@mit.edu}.
% GMs can be found online by zephyring -c ...; please don't subscribe there
% yourself, we'll answer you on personals.
% [GM cellphones/pagers and when it's ok to use them, if there are some
%  and that information isn't on the playerlist.]

%% You need something here if you have headbands besides white.
%
% [color] headbands mean [...] [etc]

%% You only need something here if you want something other than the defaults.
%
% Phones...
% Athena... [zephyr, email, other]

%% You only need something here if you have other public mechanics.  E.g.,
%
% One of your stats is psionic power...
%
% If you watch someone from within ZoC for five minutes, you may
% ask to see their Appearance A card...
%
% A door is locked if...
%
% The jail is at... Only [] can put people in... Only [] can get people out...
% You can/can't [talk to / attack / ...] people there by....


\end{document}
