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Do...

  • ... place all out-of-character comments and questions in square brackets. i.e. [ Dennis, can Grock read? ]
  • ... speak in third person as much as possible and use your character's name. i.e. Grock spits through the window.
  • ... place everything your character says in quotes. i.e. Grock moans in dismay, "Why me?"
  • ... describe actions in narrative form. i.e. Grock jumps behind the overturned table and yells, "Look out!"
  • ... copy all private conversations to the Game Master (What I don't know, didn't happen.)
  • ... help me know as much as possible about how you want to play your role. That way, when I make the turns and if you're not available, I can keep your character's personality consistent. It also helps to tell me how your character will react to as many possible situations as you can anticipate.
  • ... create some standard combat routines (if you ever plan on getting into a fight). Harnmaster combat is very realistic so whatever attack routines, defense routines, weapon aspects, etc. that you can make up, I can probably simulate. (I'll handle all combat, so the game won't get bogged down.)

Do not...

  • ... think out loud. Statements like "Grock thinks to himself that Wiz is a jerk." seldom adds anything to the game.
  • ... pay attention to (or allow your character to use) information directed to other characters. (I can send information that one character knows to that player and not to another but that'll make my job more difficult and slow down the game.)
  • ...bring back things I have said or bring up published rules when it becomes in your advantage ("rules lawyers"). Situations change, my opinions change and sometimes I tell you what I think your character knows rather than what is real. In ANY situation where I think the rules (or what I have said previously) make an unreal situation (or an unfair situation considering how you have played), I change the rules.
  • ... compare any game rules (as I interpret them) to real life. If I can justify the rules in the context of the game world, I use them as is. If I think the rule is unrealistic (or difficult to use), I interpret the rule in MY VIEW of real life.
  • ... mention that you are using "game mechanics" to your advantage (you can use them, just don't mention it). Comments such as "I'll get that weapon because it has one point more on the edge aspect", just tend to upset me and makes me reluctant to give out any game mechanics in the future.
  • ... mention how other rule systems or other gamemasters do things. (See previous entry.)