Mind's Eye Theatre Rules of Conduct

In LARP, much like any other game, there are rules. Some rules can be bent. Others can be broken. However, in the Mind's Eye Theatre system, which most White Wolf LARP games are governed by, there are a set of rules that should never be broken. Mind's Eye Theatre refers to these as The Rules Thou Shalt Never Break.

It should be pointed out that violations of these rules, should it be proven that such incidents deter from the game's purpose — to have fun in a safe and meaningful way without disrupting real-life happenings around you — will result in immediate and harsh punishment, up to and including an immediate and permanent ban from the game. You Have Been Warned.

That means none whatsoever. It's far too easy for things to get out of hand in the heat of the moment. Save the stunts and Matrix-style kung-fu fighting for your imagination. If you can imagine you are a battle-scarred were-tiger, you can sure imagine you're hunting for your dinner or giving a speech inside a grand hall.

No matter how careful you are. Whether it's to prevent some fool from skewering himself on your new dagger, or to make sure the local cops don't think you're a threat, weapons of any sort are forbidden. Even fake or toy weapons, trained attack rabbits, laser pens, and obviously padded objects that look like weapons are not allowed. Use some other non-threatening means to represent the new shiny AK-47/sword-cane/katana/whatever you just got.

We're not talking about caffeine or energy drinks here, folks. Alcohol and drugs do not inspire peak performance, and players who are so impaired are a threat to everyone around him, not just other players. It's one thing to play a character who enjoys recreational drug use... it's another to actually be high or drunk at a LARP game. Bottom line: Don't drink or do drugs at game, and do not come to the game drunk or stoned. It can get you arrested, make you lose friends, and the game may be shut down because of your actions.

If something bad happens that affects your character, if a plotline falls apart, if that pesky Kwei-Jin gets the upper hand... remember that this is just a game. Everyone is here to have fun and to play the game. Taking things too seriously or blurring the line between your character's life and your real life can ruin everyone's enjoyment, including your own. If the game becomes a chore, it is time for a reassessment.

Remember — the game should be left behind when the session ends. It's OK to chat about the game's happenings (within reason) or just do some role-playing that doesn't affect other characters (i.e. no combat or challenge declarations)... but if you are always calling the Khan's player just to talk in character, you may need to change your perspective a bit.

There may be other people wandering around where you play. It is extremely poor taste to act like you're really in tiger-form and growl/hiss/pounce in their general direction. You want to ensure the game is welcomed at the locale and by those who happen by the area. Getting the police involved and making the 10 o'clock news won't help matters.

This is especially true if you play in a public area, such as a well-known park. Letting local businesses or even the police know of the game would be a good idea in that case. If you end up with a peanut gallery, try to let the staff know what is going on so they can assist you (and them) further.

This is also referred to as the "golden rule". Certain circumstances may require extra bells and whistles, some rules modifications, or even an on-the-spot ruling on something not explicitly stated in the rulebooks. If it works for the players and staff, run with it — after all, it is a game.

If you think of something that would work for your character, and you don't see it in an established Mind's Eye Theatre publication (or if the publication isn't being used by the staff), bring it to the staff's attention. If you feel particularly creative, go ahead and write something up.

Not "Win". Not "Go out and conquer everyone else." Just have fun. It's not about how the game ends, but what happens along the way.


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