Code of Conduct
I, the Storyteller, want to make sure that everyone has a fun and safe experience at the game table. These are standard tabletop rules that I’m sure everyone is familiar with.
- The Storyteller guides the game. The Storyteller facilitates the story and arbitrates the rules. I may suspend or override the game rules whenever necessary. I may make up my own house rules. I may choose what material to use in the game, including my own material. I control all of the non-player characters. I need not justify why I choose to do these things. Please, no rule lawyering.
- Treat everyone with kindness and respect. We game to have fun and enjoy each other’s company. Playful banter aside, everyone at the gaming table deserves to be treated with kindness and respect. Let everyone take turns. Treat everyone with the Golden Rule.
- Separate Player and Character. Masquerage is just a game. It’s a game populated with vampires, werewolves, and other supernatural monsters. The emotions, morality, and motivations of the Characters are separate and distinct from those of the Players. Keep player knowledge and character knowledge separate.
- Let the Storyteller know if you feel uncomfortable. The World of Darkness is a game of personal horror. If this game was a movie, it would be rated a hard R for sex, violence, and dark subject matter. Some of the game content is frightening and disturbing. My goal is to scare and unsettle the Players, but in a fun way (like watching a scary movie or visiting a haunted house). Players should feel safe and comfortable at all times. If you ever feel uncomfortable or unsafe during a game session, please let the Storyteller know so I can immediately address the issue.
- Communicate limits and boundaries. Players are strongly encouraged to communicate personal limits and boundaries to the Storyteller. Please let me know if there are sensitive subjects or fears you wish to avoid. For example, if you have an intense fear of sharks in real life, please let me know so I don’t subject your character to a shark attack.
- Creative collaboration is welcome. Players are welcome and encouraged to discuss character development with the Storyteller. If you have any ideas (characters, storylines, combination disciplines, etc.), please tell me! I do reserve the right to say “nope!” to Player ideas. The World of Darkness is scary enough without Nephandi abomination mummies running around.
- Light shines through darkness. The World of Darkness may be a game of personal and political horror, but it’s also a game of beauty and wonder. Goodness exists. Hope vanquishes despair. Humor should outweigh the horror. And the most powerful force in the game is love.
Please let me know if you have any questions, concerns, or suggestions.
Thank you, your Storyteller loves you.