Outline for a talk to new players for Nexus, IAP '99 ---------------------------------------------------- I. Overview A. What is LARP/Assassin? 1. How the game works 2. What's a plot? 3. What's a mechanic? B. Expectations 1. Time commitment a. Taking a break 2. What happens during the game / standard game action 3. Sportsmanship a. Honor system b. Killing and dying C. What you'll be getting in your packet 1. Various sheets, what they're good for 2. Item cards 3. Ability cards D. Terminology kludge, metagame, RTI, "I'm not here", ??? "You know if you know." II. Rules Go over the SR III. Strategy make a list of questions to ask the GMs KNOW THE RULES, especially combat Understand your mechanics go to public events hang out in the common room talk to everyone stashing items "If you're in a gunfight, you've done something wrong." Information is critical everyone is up to something/interesting Read your packet several times (including a few days into game) Make sure you have everthing in your packet "there isn't anyone you can be sure you can trust (unless your packet says you do), but you do have to decide to trust some people" Be active, not passive "any plot you don't understand is _potentially_ a threat" "if your character sheet says perform the ritual, perform the ritual; don't let someone talk you out of it." Cover stories "The best lies are 90% true" "Anyone could be lying, sometimes for no reason at all." "Most groups have members who aren't completely loyal." How dropsites work "Arm yourself" Talk to the GMs if there are problems "Don't kill randomly-- you might need that person later." "When given 'enough' reason to kill someone, don't hesitate." --If you're in a secret group, *keep it secret*. Some of the bits of info in your charsheet/bluesheets just shouldn't be traded. Don't just walk up to your secret commander in the common room, except in an emergency. --When you're tired, go home. When the common room is almost empty, beware. --99% of plots have player opposition. Figuring out the identities of your opposition is key. Things to bring/wear: Watch (must count minutes accurately (timer is often good)) Comfortable clothes/shoes Pen and paper Going off alone with someone Tape and scissors Food (Take advantage of Meg's food thing) Water (always drink from water fountains) Pockets! (or a bookbag) Your packet A disc/dart gun (even if you don't start with one, you may need a phys. rep. later...) Money (for verde's/coke/whatever)