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Chapter 1: Getting Started


[ | For New Players | For New Game Masters | Cheat Sheet (addendum) | ]

For New Players

So you have little or no experience roleplaying and you need a hand, right? Well, don't be afraid to call the GM over. Remember that it's their responsibility to keep track of all the rules and finer details in this book. First, read this book from cover to cover (don't be too thorough, just pick out what you find interesting). Unfortunately that could take a few hours which you may not have right now. In fact, chances are you were given this book and told to 'make a character'; since we only have about an hour, let's make sure you get the most out of it.

Chances are, you are familiar with how card games and even how board games operate. Unfortunately, if you've never roleplayed before, it's pretty difficult to describe how it's done. In fact you might think, "what the hell is roleplaying anyway?"

Roleplaying is exactly how it sounds, really. You each will be placed in the role of a character for the story. The GM will then oversee the session (just follow his lead) and you will decide how your character interacts with other places, events, and people. You will likely sit in a chair around a table with your friends, constantly dictating your character's actions and improvising your character's dialogue.

Since all players are participating in this exchange, you have a very interesting phenomenon unfold. It becomes something quite similar to improvisational theatre. All of you are actors on a stage (the stage being the table between all of you), carrying out each scene as best as you can with a character each of you has personally designed.

Costumes aren't necessary, but some roleplayers really get into it. Just remember that it's up to you on how much you're willing to give into your performance. With a good GM however, you may find yourself being carried away without even noticing.

Of course, the stage is empty. How you envision the scene as it unfolds will be shaped by the comments made by your GM. They may describe the forest you are in with various descriptive words: "you stand within a forest made of dark green brush". In that way, you can think of it as having a novel read to you or your GM dictating a text-based adventure game. Once the GM has laid out the scene in front of you, you will take part in it. All 'people' on the stage not portrayed by an existing player will be played by the GM.

Since the character IS NOT actually yourself, you must remember to act and play the part. If your character has a different accent, use it. Consider the mannerisms and speech of your character and act them out for others. Make decisions as your character would (based on his or her personality and not yours) and never be embarassed to do what needs to be done to convince the other players that YOU are that character. The GM is in a way keeping score here; by playing in character you may actually end up scoring more experience.

This probably sounds fairly demanding. The consolation given is that YOU get to design the character you will be using for the GM's story. Therefore, nothing should come as a shock or a surprise while playing. Anything and everything your character can do is up to you, so make a character you know you can handle if this is your first time.

So how do you win at this game? Well, you don't. There is no winning or losing in the grand scheme of this game. This is simply your character's life as it unfolds within the story of the GM.

The nice thing about being a player is you don't really need to remember the rules. The GM is responsible for the plot, all the other characters not taken up by players, how combat unfolds, the various twists and turns, and the description of each scene as it is encountered. Since players are hardly predictable, the GM normally ends up making most of it right there on the spot. As you can imagine, your GM has a much more complex task than yours. So take it easy and try to keep the following in mind:
  • Don't whine or pester the GM if he's busy with someone else. Wait your turn unless it's absolutely critical.
  • Don't constantly point out flaws or mistakes made with the rules. The GM has the right to rewrite any rules stated by this game.
  • Play IN character. This above all else.
  • A character is more than a bunch of abilities on a sheet. Don't get hung up on the numbers and power levels.
  • All those participating will require a twenty-sided die and two ten-sided dice (1D20 and 2D10).
  • All in all, this is about fun. Don't worry too much about it and just try to have a good time!
Copyright (©) 2006 by Charles Roy and Michael Vendittelli. Chaos Fantasy System created by Charles Roy and Michael Vendittelli.