A First-time Player's Guide to Assassin Games
by Jen Hawthorne
v 1.0
9/21/95

Introduction
The art of Assassin is just that -- an art, not a science.  Every
player has his or her own ideas on how Assassin Games should be
played, what they're about, and so on.  This guide is my attempt to
put down some practical tips and hints for how to have fun playing
Assassin, and mine only;  other people have very different ideas on
some of this stuff.  If you're curious, ask around; most Assassin
players are talkative sorts and will be happy to tell you all about
how this Guide is wrong/incomplete/stupid/use less or what have you.
In the end, the only thing that will teach you how to play Assassin
and have fun at it is your own experience.  Until you get that,
however, what's below might -- just might -- give you a head start.
Make of it what you will.  There's a glossary at the end of this guide
in case you run across terms or abbreviations you don't understand. 

My thanks to other people who have done things similar to this in the
past for inspiration.  I welcome suggestions on things to add to it or
changes to make, though I won't promise to follow them.  

Disclaimer: This guide was written with Star Wars in mind.  Much of
what appears here applies to all Assassin games, but some of it is
slanted toward short games, not ten-day games.   


So you want to play an Assassin Game
You're new. You're clueless. You know it. 

The other more experienced players know it too.  And guess what?
They're going to lie to you, cheat you, use you, and in general take
shameless advantage of you.  All in the spirit of good fun, of course.


But you're going to surprise them. You're going to give as good as you
get, or better. You're going to go out there and lie to them, cheat
them, use them, and in general take shameless advantage of them.  And
they won't be expecting it, because you're new.  Give them half a
chance to underestimate you, and they will.  Make the most of it.
It's the only advantage you've got.   

Remember: You're trying to have fun. If you manage that, you've won,
even if you don't accomplish a single one of your goals.  Ignore
anyone who tells you differently.  

What to do when you get your packet
1.   Read through everything in your packet.  Then read it through
again.  As you read through your sheets, make notes on anything that
isn't clear, especially mechanics. 

2. Check to see that you have all the items you're supposed to
have, and that you have no "mystery items".  If you have "mystery
items," ask a GM about them. They may have been stuffed in your packet
by mistake, or just left off your packet list.  Items to ask about
include items that you have, but that you have no clue how to use.
"It says I'm supposed to have a Puce Frazbobble in my packet, and I
do, but what's a Puce Frazbobble, what do I do with it, and where did
I get it?" (The answer might be, "You don't know, you don't know, and
you picked it up somewhere," but you should at least ask.) 

3.  Make a list of all your questions, take them to the GMs, and
get them answered.  The ways to do this, in order from best to worst,
are: 

A.  Read your sheet at packet handout and ask the GMs right then.
This is the best time to do it, because the GMs will be hanging around
just waiting to answer your questions.  However, if you don't have
time to do this, or if you think of more questions after you get home
and re-read your sheet, go to plan B. 

B. Send the GMs Email as soon as possible with your questions.
They will either send you email back with answers (if time permits) or
they will have answers ready for you when you show up at set-up
time. If you send Email, log back on to your account just before you
come to set-up to see if you've gotten your answers.  If not, don't
panic -- they will probably be waiting for you when you show up. 

C. Bring your list of questions to set-up at least ten minutes
early and try to corner a GM then to get answers. This is the worst
method, because chances are the GMs will be running around madly
trying to finish set-up, dealing with last minute emergencies, taking
rolecall, and so forth.  Any answers you get will probably come from a
single GM who hasn't had a chance to consult with the others, and are
therefore more likely to be incomplete or just plain wrong. Also,
getting last-minute answers doesn't give you any time to incorporate
those answers into your game plan. So, try not to hit the GMs with a
two-page list of questions right at set-up, for their sake and yours.
However, if it's the only option you can take, use it; you're better
off getting what answers you can instead of going into the game with
your questions unanswered. 

Preparing for the Game
You can dramatically increase the amount of fun you have in a game by
preparing for it properly.   

1. Clothes:
A.  Wear comfortable shoes.  You're going to be spending a lot of time
on your feet, and they'll probably hurt before the night's over.
Sneakers are recommended; not only are they comfortable and quiet (for
when you're sneaking up on someone) but they have a good grip on slick
floors, so you're less likely to slip, trip, and get hurt.   

B. Wear clothing that is comfortable, lets you move easily, and
is appropriate for the season. Yes, the game is entirely indoors, but
climate control is never perfect.  If you get too hot or too cold your
judgment and reflexes will both be slowed.   

C. Wear something with a lot of pockets.  A many-pocketed vest or
a fanny pack can be a big help in keeping your gun, item cards, and
memory packets handy so you can get to them in a hurry.  If you can't
arrange either of those, a small, light backpack is useful.  Keep it
light -- it's going to get progressively heavier as the night wears
on.  Also, backpacks tend to get left behind if you set them down and
get distracted; this can cost a lot in the game, if you're carrying
lots of good stuff in there, and a fair bit in real life too if some
non-player walks off with it.

D. If you plan to be sneaking around a lot and trying to
eavesdrop around corners and through doors (which you should be), get
rid of things that jingle when you move. Don't wear noisy jewelry, and
clean the change out of your pockets before the game starts.


2. What to Bring With You
A.  The contents of your character packet.  You don't have to haul the
envelope itself around, though. You're better off if you wear clothing
that will let you stash your stuff in various pockets.  Carrying the
envelope can be a problem. First, like backpacks, it tends to get left
behind, which can really ruin your game.  Second, it's tough to dig
through it and find things like ability cards in a hurry.  Your best
bet is to sort your stuff into piles (ability cards here, money here,
memory packets here) and stash each pile in a pocket.  Just make sure
you don't forget or drop anything.  Don't forget to bring a copy of
the rules.

B. If you need special things like a headband, a timer, a boffer,
foam pellets or other throwables, make sure you bring them. If they
weren't in your packet (they're often overlooked) make sure you get
them from the GMs before the game starts and stash them somewhere
handy.  

 Special note on headbands, badges, and visibility:  Headbands
should be worn on the head if you can, for maximum visibility.  If you
have very bushy hair, however (like yours truly) that tends to hide
your headband, you can tie it visibly around your upper arm
instead. Keep in mind that it's harder to see there.  Badges or
buttons should always be clearly visible; don't put on your badge and
then drape a cape or a coat over it.  Don't wear your badge or button
on your belt -- it's almost impossible to see there. 

C. Bring a disk gun, a dart (patrol) gun, and extra ammo for
both, if you can. Check and make sure both guns are in good working
condition.  If your disk gun always jams, or your patrol gun has a
range of two inches, replace them.  You can buy any of these from the
Guild  for a couple of dollars, if you don't have them; they are
almost always offered for sale during game set-up.  Even if your
character doesn't start with either of these guns, you may have a
chance to acquire one during the game, say by mugging another player.
The problem is that the other player may not want to give up his
actual disk gun to you, so the best answer is to pull your own out and
say "I got this from you. You no longer have yours." This way, no
actual disk guns have to change hands. 

 Any guns you bring should be clearly labeled with your name,
even if you don't plan to ever let it leave your hands. Guns are
extremely easy to lose track of. If you want to have any hope of
getting yours back, mark it as plainly as you can, preferably with a
permanent marker. (Or you can scratch your name or initials into it.)
If you don't want to invest in a couple of toy guns, there are
sometimes guns available for borrowing, but they're first-come,
first-served, and you can't count on them working when you need
them. People generally don't loan out their favorite guns.  

 If your character needs a special funky type of gun (say, a
Nerf rocket launcher or a ping-pong gun) the GMs should provide one
for you.   

D. Bring an accurate watch. You'll need it to time game start and end.  

E. Bring your wallet.  You may need your ID (particularly if you
have an MIT or Harvard ID) if there's any trouble with non-players.
You may want money for snacks or a soda as the game goes on.

F.  Some sheets of paper or a small notebook, plus a pen or
pencil, can come in very handy. (Remember that in most cases anything
you write down in game becomes a game item, though.)

G.  You may want to bring a small snack and carry it around with
you; a candy bar, a baggie of trail mix, an apple, or whatever.  While
there are a lot of vending machines around, you won't always want to
use them -- either because there are people you don't want to run into
hanging around in that area, or because you're in the middle of doing
something and don't want to stop to run off to the vending machine.
While it's permissible to go "not here" and go to the candy machine,
it's rather annoying for other players who have to pretend they didn't
see you.  Good players avoid this kind of thing whenever possible. 

3. What to Leave at Home:
 Leave behind anything you don't want to cart around with you
all night, like a heavy backpack.  While the GMs will usually have a
control room available where you can set stuff down that's "out of
game", neither the GMs nor the Guild assume any responsibility for
anything left in the control room.  Things have been stolen from
control rooms before, including wallets and backpacks.  Don't bring a
heavy backpack and then expect the GMs to watch it for you -- it's not
going to happen.  

4. Other preparations:
A. It's not a bad idea to eat before you come, if you can. You won't
usually have time for a meal during the game, so unless you want to
live on candy bars all night, stock up before you come.  (I wouldn't
suggest totally stuffing yourself, though -- if you have to run around
a lot right at game start it could be uncomfortable or downright
embarrassing....)  

B. If the game uses badges and badge holders of the clip-on
pocket type, you can generally fit your memory packets inside the
holder, behind the badge. This is a handy place to store them, though
you have to look out for the "bend over and drop a million memory
packets" problem.   

C.  Speaking of memory packets, if you have a lot of numbered
memory packets, or need to reference a lot of badge numbers for people
you don't know (likely, if you're a first timer) ask the GMs if you
can carry an out-of-game piece of paper in a handy place that lists
the numbers you need to find. This will keep you from having to pull
out your stack of memory packets and shuffle through them each time
you meet someone.  Not all GM teams will allow this, but some will, so
ask. 
  
D.  Special Rule for Star Wars and for One-Nights: Show up On
Time. The game can't start until everyone has shown up and been placed
in his or her starting area.  Be considerate to the other players and
show up on time. 

The Most Important Rules

1.  Yes, I know this was repeated a million times at the rules
meeting, but I'm going to repeat it again: Do Not Annoy Non-Players.
We play on the MIT Campus.  A lot of people on the MIT Campus are
trying to get important work done.  Their needs and wishes always come
first.  Too many complaints from non-players can get the Guild shut
down entirely; you can therefore count on GMs and other players
jumping all over you very harshly if you forget or ignore this rule.
You will never go wrong if you bend over backward to keep NPs from
becoming bothered or distressed in any way.  In this case, safe is
always better than sorry.  In particular, don't wave guns around NPs,
and don't carry on conversations about "killing", "shooting",
"murder", "mugging", or especially "bombing" in the presence of NPs.
And do not ever carry on a combat in the presence of an NP, or the GMs
will fall on you like a load of bricks.

 Not annoying NPs can include not being noisy around them.  If
the GMs ask you to keep the noise down or to move your discussion out
of the hallway, do it.

2.   Don't do anything dangerous to yourself or others.  It's easy
to get carried away when you're getting into the game action and the
adrenaline starts pumping.  Try to keep it under control.  Don't run
or jump down staircases.  Be careful when diving under a desk to avoid
gunfire. Do not under any circumstances strike or touch another player
in a violent manner. Don't snatch items out of other players' hands or
try to rip guns or boffers from their grip. Don't ever strike another
player with anything other than a soft foam boffer, foam pellet, or
other approved simulated weapon.

3. Play fair.  Guild games run on an honor system.  Sometimes,
it's very easy to cheat and get away with it.  Don't Do It.  If the
argument that "Winning by cheating isn't winning at all" doesn't sway
you, keep this in mind:  you will get caught, eventually. And once you
get a reputation for cheating, no one will want to cast you, no one
will want to team with you, and you might as well go off and play a
video game.  It's just not worth it. 

4. Don't mix up the game and real life.  It's okay to pick up and
walk off with someone's item cards if they leave them lying around.
It is not okay to walk off with someone's backpack.  Don't ever think
you can get away with breaking real laws in the name of game play.  If
you want to do something like walk off with someone's backpack, there
are ways to simulate that in the rules. Follow them. If you do
something illegal, neither the Guild nor the Gamemasters will protect
you in any way. 

How to deal with GMs and Ghosts During the Game
Unlike other players, GMs and some Ghosts (the Clueful kind) can be
counted on to want to help you and to give you the straight dope -- or
at least as straight as they know it.  But to get the most out of
them, you need to know a few things.   

About the GameMasters:
 First, GMs.  GMs know everything about the game, are always up
on everything that's happening, and always know all the details of
your character and his or her goals intimately.  Also, they never make
mistakes, never argue among themselves, and never lose their cool or
say or do something stupid.  

 And if you believe that, you really must be a first-timer,
because none of the above is true.  What is true is that GMs for the
most part genuinely want the game to go well and for all players to be
happy and have a great time, despite how it might appear when you, the
player, come out on the short end of a GM decision.  The other major
truth is that the GMs, and only the GMs, can make final rulings about
game reality -- what happened, who it happened to, and what the final
effects were.  So, if you need a ruling made, you have to find a GM.
If you're extremely lucky, a GM might be right nearby; GMs will try to
hang out near places where interesting things are going on or might
possibly start going on.  If you're unlucky, there won't be a GM for
miles.  If the latter is the case, try to be patient and
understanding;  GMs often have to congregate to confer about rulings,
which can make them hard to find.  Also, some time periods in a game
tend to be very busy (like the hour just before it ends, for example)
and there might not be enough GMs to go around.

 Also, keep in mind that the GMs can only be in one place at a
time; if the GM you're talking to has been overseeing a major ritual
for the past two hours, his or her information about what's been going
on in the other parts of the game during that time is going to be slim
to nonexistent until they get a chance to update with another GM.  In
addition, while most GMs try to have at least some idea what's up with
every character in the game,  the truth is that this doesn't often
happen.  If the GM you're talking to is giving you vague or confusing
answers, you might try figuring out which GM wrote your character's
sheet and directing your more difficult questions at that GM, if you
can find him or her.

 In most games, the GMs can be found by the badge or button
they're wearing saying "GM" or "Gamemaster".  Or you can just look for
the person who is either looking very worried and/or very smug --
that's probably a GM.  It's a good idea to track down the GMs for the
game and get to know them by sight before the game starts.

What to do if the Gamemaster flubs up:
 Okay, it happens. Gamemasters screw up. Sometimes in little
ways, sometimes in big ways. Sometimes the GMs themselves won't be
able to agree on whether an action one of them took was a screw up or
not. (And if you think that's frustrating for you as a player, you
should try it as a GM.) If you are the victim of a GM screw-up, pretty
please don't scream at the GM.  It might make you feel better
temporarily, but it won't do any good in the long term. The most
likely result is that the GM, who is probably already feeling lousy
over screwing up, will cover it up by getting angry right back at you.
This doesn't do anybody any good.  If you think the GM has messed up,
bring the fact to his or her attention politely and as soon as
possible after the error happened as you can.  This increases your
chances of having the error fixed.  

 If you're lucky (as well as patient), the screw up might not
be irreversible.  The GMs may be willing and able to "warp reality" to
fix the mistake, or they may try to make it up to you in some way.
Don't scream if the solution isn't perfect; it's probably the best
they can do at the moment, and it's a lot better than nothing.  

 If you're unlucky, the GMs might not be able or willing to fix
the error.  If you're really unlucky, they might not even admit it was
an error in the first place (hey, GMs are human.)  In that case, the
best thing to do is grumble under your breath and carry on as best you
can.  When the game is over, you'll have a great "How I Got Screwed By
the GMs" story to swap with the hundreds of other Assassin players who
have been in a similar position. I guarantee that at least a few of
them will have worse stories than yours, for what that's worth.  

About Ghosts and Pseudo-Ghosts:
 "Ghosts" are people who are not players, yet who are involved
in the game in some way.  They can usually be distinguished by the
white head or armbands they wear, and/or by the badge or button
they're wearing which reads "Ghost."  Ghosts don't count as NPs; you
can freely take any game action in front of them, including combat.
There are three flavors of Ghosts: 

A.  The Clueful Ghost.  This is the kind of Ghost you want to find if
you are having trouble finding a GM.  These Ghosts are experienced
players who for some reason aren't playing this game (probably because
they played another run.)  They can be very good for giving you
general useful advice on playing Assassin games, though they aren't
allowed to tell you anything specific about the game you're currently
playing, and they often have some idea where the GMs can be found. If
you ask nicely, they will sometimes go and fetch a GM for you, saving
you the trouble of going "Not Here."  Keep in mind that these people
are strictly volunteers and don't have to do anything for you.  So
treat them well.

B. The Clueless Ghost:  This kind of Ghost is generally someone
who has never played an Assassin Game before and is curious to find
out what they're all about.  Clueless ghosts should be treated kindly,
since they may become the new crop of first-time players for you to
take advantage of.  However, because they are even more clueless than
you, don't ask them for help on how to play Assassin Games.  They
probably won't know where the GMs are, either, though if you ask very
nicely they might try to go find one for you.  In addition, if they
didn't read the Ghost rules carefully (or weren't provided with Ghost
rules to begin with), they may behave badly -- whispering about the
current game, standing between you and the person you're planning to
shoot, and so on.  If you spot a Ghost who doesn't appear to be aware
of the Ghost rules, you should politely suggest that said Ghost see a
GM and get briefed immediately.  

  If at any time a Ghost is bothering you or interfering with
your game, you have the right to ask him or her to leave, and they
should do so. If they don't do so, call a GM.  The only exception to
this is if a GM has asked a clueful Ghost to stick around and keep an
eye on things for him or her, but any Ghost trusted enough to be asked
to do this is probably aware of the rules and will sheepishly
straighten up if you point out that they're getting in the way.

C. The Pseudo-Ghost:  These are Ghosts who aren't really Ghosts
-- they're game mechanics in action.  Usually they wear purple
headbands (or some other color) instead of white ones. As with other
Ghosts, you can and should continue all game action in front of them,
unless the rules say you're allowed to "notice" them.  Also like other
Ghosts, they probably shouldn't be getting in the way of game action.
If you see one doing so, you can ask him or her to stop, although it
might turn out that they're acting perfectly within the rules.
Pseudo-Ghosts generally can't go and run errands for you like finding
a GM; they usually have a game purpose which they are fulfilling by
being around and won't be able to leave it.  You can ask them to send
a GM your way if they happen to run into one while they're attending
to their duties, however.  

Strategy Hints, In No Particular Order
1. Read your sheet carefully and note any interesting details,
particularly character names.  Not all details in a sheet are
relevant, but many of them can provide clues to what's really going
on.  Pay close attention. Pay particularly close attention to code
phrases and passwords; memorize them and the proper responses if you
can.  (More on how these work in a minute.)

2. Before the game starts, construct some kind of a game plan for
obtaining your character's goals.  You'll probably have to change it
once the game gets in motion, but at least you'll have some idea where
to start. ("No battle plan ever survives contact with the enemy."--
Sun Tzu)  Think about your character's abilities and how you can apply
them to achieve his goals.

3. If your game plan involves having a cover story for your
character, prepare it in advance and be ready to use it right from the
start.  ("The most obvious lie is the one you just made up." -- Mike
Person.)  Preparing a cover story is a good idea for just about every
character.  Even if you don't think your character has a reason to
hide, there might be reasons he doesn't know about.  At the very
least, keeping a few secrets to yourself gives you some currency to
use in information trading, which is a lot of what an Assassin Game is
about.  Fair Warning, though: Characters have been killed in games for
coming up with cover stories that were too effective (i.e. claiming to
be an FBI agent, then getting killed by the two real FBI agents in
game who know you're a fake.)  The best lie, of course, is the one
that has some truth in it.   If you really want to get into it, you
can even prepare a secondary cover for your character in case the
first one falls apart.... 

4. Always assume the other person may be lying to you, even if he
has no reason to do so. (Maybe particularly if he has no reason to do
so...)  Again, information is power; everyone with any clue at all
will be keeping at least a few secrets.   

5. If you want convincing details for your cover story,  or want
to make up details of your character's background, either ask a GM in
advance or let one know what you said as soon as you can.  This can
help you avoid being killed because you claimed to have gone to a
certain high school, and the GM later tells the person you were
talking to that no such high school exists.

6. Never assume that you are safe going off alone with a person
(or a group of people) just because you can't think of a reason why he
or she would want to harm your character.  The other person could
easily have reasons you don't know about, ranging from "I'm a
psychokiller out to kill everything that moves" to "That Player over
there told me you were a bad guy out to destroy the world, so I
decided to stop you," to "You wouldn't sell me the Puce Frazbobble, so
I had to kill you to get it."

7. Try not to kill randomly, unless that's your game goal.  It's
very easy to do more harm than good this way.  "Oops...I just killed
the only guy left who knew how to fix the nuclear reactor, so now
we're all going to go splooey..."  It's also dangerous to your
character; if the other players decide you're a loose cannon, someone
may decide to get rid of you as a public service.

8. On the other hand, if there's someone you need to get rid of
for a good reason, don't hesitate.  Just plan it first, and try not to
get caught. If you get caught, try to have a good excuse. ("He
attacked me" is always worth a shot, if there weren't any
witnesses. Don't try this if you shot him in the back, though.) 

9. Always search bodies, even if you didn't create them. 

10. If you see something that you think is in-game but looks odd,
feel free to ask the player "What do I see?"  If someone's badge is
not visible, ask them to show it to you. If you can't tell the color
of their headband from across the room, ask.  If you see someone you
know is a player carrying a large stuffed animal, ask him what it is
you're really seeing.  Many things in game are simulated -- large
stuffed animals are often bodies, for example -- so be sure you know
what it is you're looking at.  This is also what you should do if you
see a player holding a weird looking toy weapon or some kind of
throwable in his or her hand -- "What do I see?"   Alternately, if you
see a player holding something that might be dangerous (toy guns of
any sort and most throwables fall into this category), and you don't
want to stick around to find out what it is, you can leave the area
and later ask a GM, "I saw this Player carrying around a patrol gun
with blue tape on the barrel -- what did I see?"  The answer might be
"His hand was crackling with blue lightning," or it might be
"Uhh...you saw a patrol gun with blue tape on it. I have no idea why
he put blue tape on it."

11. Similarly, if you see a player doing something odd -- like
going through a door that has a "This Door Does Not Exist" sign on it
-- don't be shy about asking them what you are seeing.  If they get
away from you too fast, go and ask a GM what you saw.  (A Clueful
Ghost might also be able to tell you.) 

12. A code phrase usually has two or three parts. Your sheet
should tell you which part is yours to say and who is supposed to
speak first.  If you have the response, you should listen closely for
the code phrase; if you hear it, try to get into a conversation with
the speaker and drop the return phrase.  If you have a code phrase you
need to say, try to come up with a way to work it into as many
conversations as possible.  Yes, you'll probably have a hard time
hiding the fact that you're using a code phrase. On the other hand,
if you don't drop the phrase, you'll never connect with the person who
has the other end of it.   

13. A password is something that someone else gives to you.  If
someone asks you "Do you have a password for me?" you should give him
or her a blank look -- they're trying to trick you.  If you're told in
your sheet that your team commander will contact you with the password
Cheshire, you should only respond to a person who gives you that word
-- he's your commander (you hope).  You don't use the word Cheshire
yourself at all.  (Later on, when you're more experienced, you might
wind up as a commander and have to use the passwords from the other
end, but by then you'll know what to do with them, I assume.) 

14. Practice the hand-to-hand combat rules a little bit with a
non-player friend or another player before the game starts.  Get used
to saying "Martial Defense" instead of "Hunh? What?" when someone says
"Martial Attack."  

15. Play your character.  Pay particular attention to playing your
character's psychological traits. Have fun, and don't be afraid to
look a little silly (or even a lot silly, if the character calls for
it.)  Don't be afraid to embellish and develop your character, but if
you're making "checkable" facts, let the GMs know.   

16. Even if the situation looks hopeless, don't give up.  Keep
trying; something may turn up, or the situation may not be as hopeless
as it appears.  A lot of players have kicked themselves for giving up
too soon or too easily when victory was in their grasp;  a lot of
players have also wrenched victory from the jaws of defeat through
clever play or just good old-fashioned luck. Remember, there's always
a lot you don't know about what's really going on.  

17. Be sneaky, crafty, and cunning.  Never miss an opportunity to
sow confusion. Plant false rumors. Speculate out loud.  Tell lies when
you don't need to.  Every now and then, tell the truth and really
confuse people.  

18. Keep the distinction between in-game and out-of-game clear.
Know what's an in-game piece of paper (which may be read by anyone,
stolen, destroyed, etc.) and what's an out-of-game piece of paper and
must be left alone.  If you are carrying out-of-game papers, make sure
they are clearly marked as such.   

19. If you have items you'd prefer not to be carrying around on
you, you can create a stash by finding a hidey-hole and putting the
stuff there.  This will keep those items from being found on you and
can give you the last laugh on the guy who mugged you for them and now
has no idea where they are.  However, there are two problems with
stashes: Someone else might find the stuff and take it, and you might
not be able to get back to it when you need the stuff that's in it.  

20. If you are allowed to use elevators in the game, don't.  They
are death boxes.  They ding when they arrive on a floor, and if
there's anyone there who doesn't want you dropping in on them, you're
a sitting duck.  By the same token, if the elevator dings when you're
in the middle of something touchy, be prepared to have a player walk
out. (Be careful not to pull a gun on an NP, though!!)  

21. Explore and keep your eyes open.  If possible, explore with
another character you trust or with a group of people. Going off on
your own can let you find lots of neat stuff and not have to share it,
but it can also get you killed very easily if you wander into the
wrong player at the wrong time and in the wrong place.  If you've got
nothing better to do, hunt for secret button packets or stashes.  Keep
your eyes open.  Dead bodies that have been replaced by a sheet of
paper with a button pinned to it can be particularly difficult to spot. 

22. If you find a random button, be careful before you push it. It
might be booby trapped. Try to get someone else to push it for you, if
you're worried (and stand back.) 

23. There's a lot of glass and metal around MIT.  These surfaces
reflect.  When you don't want to be seen, make sure your reflection
isn't tipping anyone off. By the same token, get in the habit of
looking for reflections; they can tip you off to an ambush.  Keep your
eye on where your shadow is going as well.  

24. Remember the three Cs:  Be Curious, Be Careful, and Be Creative.  

25. Do everything you can to keep time halts and reality warps to
a minimum. This mostly means being very familiar with the rules and
with the abilities of your character before the game starts.  If you
think of something creative to do with one of your character's
abilities, try to run it by a GM before you get into a combat.  Don't
go "Not Here" unless you have no other options; it creates all sorts
of trouble.  On the other hand, don't be afraid to call a time halt if
the situation really calls for it. 

26. Talk to people. A lot.  You never know when they'll slip and
drop something useful.  Even lies can be entertaining (and sometimes
informative.)  By the same token, watch what you say.   

27. Many rules of the game can be superseded by special abilities.
If you see someone doing something that you think is against the
rules, you should politely ask them if they are aware that they are
breaking a rule.  Don't just start yelling at them -- you'll feel
foolish when they pull out their ability card.   

28. Playing well is a balancing act, and takes practice.  You
shouldn't trust anyone, but you'll have to trust someone at some
point.  You shouldn't give away any information, but at some point
you'll have to if you want to get any information back.  Don't be
embarrassed if you make mistakes.  Learn from it, and use it on the
next new player you encounter :-) 

Summary
1.   Don't annoy the NPs.
2. Play safe
3.  Play fair
4.  Stay in character
5. Remember your goals
6. Interact with other players
7. Be polite and patient with the GMs, but don't be afraid to ask
for help or argue your case (within reason.) 
8.  Keep a firm grasp on your sense of humor. 

Remember: The point of the game is for all players involved to have as
much fun as possible.



Glossary

Blue Sheet:  Gives you the information that is common knowledge among
members of your group. People not in your group can be assumed not to
know anything that's in your blue sheet. Information in your character
sheet may contradict or expand on information in your blue sheet. 

Boffer:  A cylindrical piece of foam rubber anywhere from one to three
feet in length. Usually represents a club, dagger, sword, staff, or
some other melee weapon.  Boffers with silver duct tape around one end
usually represent bladed weapons (the taped part is the blade.)
Boffers can be black, yellow, red, and probably other colors as well.
Unlike the items they represent, boffers can be scrunched up to fit in
a pocket or fanny pack. This is usually within the rules, though not
always.  

Character Sheet:  The sheet that tells you who you are, what you want,
and why you want it.  Information in your character sheet supersedes
all other information you may get in your other sheets; it's always
the final word. 

Foam Pellet:  A boffer chopped into small pieces about an inch in
length. They're thrown at people. If one hits you, someone probably
happened to you.  Either the rules or the player will tell you what it
was. 

Ghost:  An observer. Someone watching but not playing the game. Ghosts
do not count as NPs.

GM: Gamemaster.  The final authority on game matters. 

Green Sheet:  Usually a sheet describing a complicated mechanic that
won't fit on an item card.  If you have one (or more) read it
carefully and ask questions about anything you don't understand before
the game begins.  

NP / NPC: Non-Player or Non-Player Character.  Someone not playing the
game, who should not be bothered or annoyed in any way. (NPC is the
older term, rapidly going out of fashion.  It is now sometimes used to
mean a Plant or other character in the game who is in some way not a
full player.)  

NP Halt:  If you hear this called out, freeze. There's a Non-Player in
the area, and no one should be taking any game action.  

Plant:  A person playing a part that is in some way less than a full
part.  It might be someone who is pre-arranged to die on the first
night, or someone playing a demi-god that has very limited ability to
affect the game. Ideally, only the Plant should know that he or she is
a Plant; other players should not be able to tell the difference
between a Plant and a full character.  

Reality Warp: A nasty event usually caused by a GM or player
error. Some game event is retroactively decreed to not have happened
or to have happened after all. Usually creates a mess and some hurt
feelings, but are often unavoidable.  

Scenario Sheet:  Gives information everyone knows.  This information
is certainly incomplete and may even be just plain wrong.  

Throwable: Anything that can be tossed at a player to simulate some
kind of effect. Common throwables in use are foam pellets, ping pong
balls, and kooshes. If you are hit by a throwable or see one in use,
you should probably ask for details on exactly what happened to you,
unless it's stated in the rules.  

Time Halt:  A freeze where no game action is allowed until a GM says
so.  It differs from an NP Halt because there are no NPs involved. It
usually happens when something major occurs and the GM needs time to
explain what's going on, or when events have gotten so confusing the
GM needs time to talk to everyone involved, maybe confer with other
GMs, and get things straightened out.  

