|
Rules
Note:
Any flagrant violations of these rules will cause the offending player
to be REMOVED FROM THE GAME (nobody wants to be removed from the game).
Combat
ALL FIGHTS ARE IN SLOW MOTION
Blows that are not in SLOW MOTION will be ineffectual. Repeated slow motion
violations will cause you to be REMOVED FROM THE GAME.
Spells
ALL SPELLS MUST RHYME
They must form a short couplet of moderate length. Think of what you want
the spell to do and then come up with something that rhymes. But don't
make them too short. Spells such as "Up, pup!" and "Oh that healing feeling!"
won't work.
USE
GRAND GESTURES
A loud voice helps too. It is very hard during the 'heat of combat', to
see who is throwing a spell AND to hear what it is they are trying to
do. Use grand gestures (big arm movements) and a loud voice to ensure
your spell goes off the way you want it to. NOTE: If you throw a spell
while in combat you must move in SLOW MOTION.
YOU
HAVE ONLY TEN SPELLS
ONLY
USE A VERSION OF A SPELL ONCE
This is to prevent you from casting a HEAL spell, then a FEEL BETTER spell,
then a I DON'T HURT THAT BAD SPELL. Once you've thrown a TELEPORT, you
can't throw another one. Get the idea?
SPELLS
THROWN AT THE SAME TIME CANCEL OUT
This means that if two characters start waving their arms around and overlap
each other during casting, neither spell will work and the Party will
lose ONE spell.
General
DO NOT REMOVE CLOTHING FROM DEAD CHARACTERS OR MONSTERS
DO NOT MOVE OR TAKE ANY SET PIECES UNLESS INSTRUCTED TO DO SO BY CHARACTERS
OR GUIDE
IF
YOU ARE TOLD YOU ARE DEAD OR WOUNDED BY ANY CHARACTER OR MONSTER, IT MEANS
JUST THAT. PLAY DEAD, THEN PLEASE RETURN TO YOUR SEAT AND ENJOY THE REST
OF THE SHOW
IF
'KILLED' WHILE ONSTAGE ALL MAGIC ITEMS ON YOUR PERSON WILL BE LOST
ANY
ITEMS OR CHARACTER TRAITS BROUGHT INTO THE GAME MUST BE PRE-APPROVED BY
THE STAFF BEFORE BEING ALLOWED IN PLAY
Unofficial
Player's Version of the Rules
Rule
#1: Don't piss off the Dungeonmaster (cave-ins, avalanches, deadly poisonous
gas and other inescapable events have been known to happen for no reason).
Rule #2: Don't run off the playing area into the audience or backstage
during a conflict (see Rule #1).
Rule #3: If you choose to go off adventuring on your own, don't expect
to rejoin the party anytime soon.
Rule #4: Don't expect the guide to save your asses in time of need. What's
more, don't let the guide die. Bad things can happen (see Rule #1).
Rule #5: Spells can be easily misunderstood or intentionally misinterpreted
by the gods (even when you speak with a loud clear voice and use grand
gestures). If a spell doesn't go your way, deal with it and don't get
pissy (see Rule #1).
Rule #6: Do not physically hurt the monsters or poke them in the eye.
There are cast members under those rags and a rubber mask doesn't really
give us much protection.
Rule
#7: Some members of the cast have been known to think themselves invulnerable
against attack - even against the wishes of the DM and gods. Deal with
it.
Rule #8: Really annoying characters will piss off the cast and DM (see
Rule #1).
Rule #9: Really annoying audiences will piss off the cast and DM. A certain
amount of audience interaction is appreciated, but overdoing it can ruin
it for everyone. Unfortunately, we can't resort to Rule #1 and drop a
house on the furry woodland creatures. Or can we...
Rule #10: All rules are subject to interpretation and can be changed at
any time to suit the whims of the DM and the gods. You can either roll
with it, or see Rule #1.
|