the
S.I.R.G.O.T.* Accord of
(*Socially
Inept Role-Playing Group Of Taichung)
In
order to ensure an enjoyable experience for all, the following document
has been developed. If everyone does their best to follow the SIRGOT
Accord, we are all sure to have a good time. Suggestions for additions or
modifications are welcome.
S.I.R.G.O.T
for Players:
|
1) be
on time |
if you don’t
show up on time, it only illustrates how you don’t give a shit
about the game (and if you don’t give a shit about the game,
then why the fuck did the GM put forth so much time and effort to
prepare it?) |
2) don't
upstage others |
unless done in a
‘friendly competition’ way (otherwise it will only lead to
player-to-player conflict) |
3)
be prepared |
if possible, know your character’s capabilities and consider your
actions before it’s your turn (this will save time and improve the
‘flow’ of the game)
|
4)
don't metagame |
do your best not to allow your own personal knowledge of something
affect what your character knows; don’t ask fellow players for
suggestions on what to do in the middle of a combat round
|
5)
discuss, don't argue |
conflict in the way a situation should be handled can be caused by
many things, but if a solution cannot be agreed upon, the GM has the final
say (and it should not be brought up in-game again) |
6)
role-play |
if your character has something interesting to say,
say it in
character; don’t say something like, “Bob wants to ask him whether or
not he’s ever heard of so-and-so.” |
7)
compromise |
always be prepared to compromise and cooperate; if you cannot
compromise or cooperate, you cannot play role-playing games with other
people and are too socially inept even for S.I.R.G.O.T. |
8)
keep your character
alive |
frequently
changing characters generally has an adverse effect on the game in terms
of continuity and party balance
|
S.I.R.G.O.T
for the GM:
|
1)
supervise character
creation |
particularly, make sure that characters have similar goals which will give
them a solid reason to ‘stick together’ |
2)
PCs are the spotlight |
when possible, avoid having too many NPCs which will draw attention
away from the players’ characters’ achievements |
3)
status quo |
if there are situations in which the characters may find themselves
completely outmatched, the players need to know that it’s their job to
try to avoid these kinds of situations (otherwise they will expect that
any NPC they come across is fair game)
|
4)
don't feed players
information |
information that the characters have not discovered should not be revealed
by the GM (this makes the GM’s job harder, of course, but engaged
players ought to be able to find the necessary info they require)
|
5)
keep the plot simple |
too many choices for players leads to indecision and stagnation |
6)
use maps |
even if it's just a quick sketch on the whiteboard, knowing where
everyone and everything is has a strong effect upon characters'
perspective (and therefore actions) |
Last Update:
Nov. 6th, 2004
Contact
the GM:
Zakarius [at] mail
[dot] com
|