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1. No Touching
This means none whatsoever, even with consent. Things do have
a way of getting out of hand. Better not to allow that opportunity.
For the matter, running, jumping, and swinging on chandeliers across hotel
lobbies are also not allowed. Again, there’s too much opportunity
for someone to get hurt.
2. No Weapons as Props
Props are a wonderful way to make a game real. However, real
weapons or anything that even looks like a real weapon (and we’re talking
sword canes, peace-bonded claymores, rabid training attack gerbils, matte-black
painted waterguns, and sword-shaped toothpicks from a dry martini) are
a definite no-no. It’s too easy for someone to get hurt with them.
Even if you’re responsible with your shiny new dagger, some idiot will
choose the moment you take it out to come pelting around the corner full-tilt
and impale himself on it. Regardless if the weapon looks amazing
with your costume leave it home.
3. – No Drugs or Drinking
This one is a real no-brainer. Drugs and alcohol are a way to
distancing you from yourself. Role-playing gives you the chance to
be someone else. Why go to all the trouble of creating another persona
to inhabit if you’re just going to wander out of the persona in a haze?
One a more serious not, players who are impaired through drugs or alcohol
represents a danger to other players and a threat to the flow and mood
of the game. There’s nothing wrong with playing a character who’s
drunk or stone, but actually bringing drugs or alcohol into a game is going
to far, not to mention the legal repercussions of the former.
4. Feel free to ignore any of the rules.
We at White Wolf call this “The Golden Rule.” Obviously, it should
be applied with limits, and rules changes should be consistent throughout
a troupe. One the other hand, if your troupe finds a way to handle,
say, Celerity, that works better for you then the one in this book, by
all means go for it.
5. – IT’S ONLY A GAME.
This is by far the most important rule. It is only a game.
If a character dies, if a plot falls apart, if a rival wins the day –it’s
still only a game. Don’t take things too seriously, as that will
spoil not only your enjoyment but also the enjoyment of everyone around
you. Plus, remember to leave the game behind when it ends. Informal
Masquerade is a lot of fun; spending time talking about the game is great.
On the other hand, getting annoyed with your chantry regent because she
wasn’t up to plotting on Saturday’s game at 332 a.m. on Wednesday signifies
a need for change in perspective.
6 – Have fun
Not, “Win.” Not “Go out and kill everyone else.” Just “Have Fun,”
because in Masquerade it’s not about how the game ends, it’s about everything
that happens to you along the way.