The Basic Rules

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.
 
 
 

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