Castle MacLaaran's
Role Playing Game Rules



Line of Sight


One must remember that what the character sees and does is not necessarily what the "Player" or the person controlling the keys of that character sees. Example, Doug the Dwarf is attacked and waylaid be bandits in the village, and an interested bored party sitting in the Great Hall of the castle suddenly whips out his/her sword and rushes to the rescue. Though this is make believe certain mechanics have to be kept reality based. How does the person in the Hall know that "Doug" is being attacked? How big are the windows in the Hall? Are the windows higher than the castle curtain wall? How far is it to the village? How many buildings are there in the village? If "Doug" calls for assistance, what is the distance? Could he even be heard? These type of mechanics must be considered when a character makes the decision to react. Could they, or more importantly, would they be able to react? The key to successful role play is much like the ability to tell a story. Your audience will soon lose interest if one cannot logically defend their actions.


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