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NIU by Night - Live Action Role Playing
 

We use a modified version of Revised Laws of the Night. Our offical rules are called simply the House Rules. While most of the changes are minor, there are some major changes in:

*Certain Disciplines have had entire levels rewritten. For example, the Advanced Level of Fortitude has been totally changed. Please see this handy chart for a list of many changes in the house rules and how we currently use them: Discipline Rules

*While we still use Rock, Paper, Scissors to resolve combat, the amount of traits you can bid has changed. See combat handout for the offical rules.

*Character Generation has also changed. You CAN NOT buy Generation at Character Creation. Generation is done by a draw system to help give a good spread of different generations. In addition, you can gain freebie points as well.

*There are caps on certain clans, have an idea of what clan you want to play, but have an alternate or two just in case. Because of events in previous games, Lasombra are a playable clan for Cam players. There is also a set limit of characters for each sect, until one sect or the other wins. There is no limit on Independents and Anarchs.

*Backgrounds are REQUIRED for long term play (ie more then a few weeks). XP is given for them as well.

*Because of rules handed out by White Wolf we can not post our character creation or house rules on this site. However for a copy, please email either The Storytellers or ARF! the webmistress. Both places will be able to send you a copy. Be forwarned, it is large coming in over 250 pages! There have also been some changes that have not been put into the house rules, and instead have their own handouts. For those please see: ST Notes and Handouts.

Our primary rules:

  1. It's only a game. If your character dies, if an enemy foils a plot, if you just had a bad night at game, leave it there. You don't need that kind of hassle. It's only a game. Also, on the other side of that coin, don't pour your whole life into it. It's only a game.
  2. No touching. Touching leads to all manner of things, both pleasant and unpleasant. When you want to touch another player, go out of your way to make sure that they don't mind. Everyone involved will appreciate it. This can be as simple as "But she's my girlfriend!" or as complicated as "Can I break the 'no touching' rule?" Just play it safe.
  3. No stunts. On the subject of safe, don't pull any stupid tricks. Your character can swing from all the chandeliers he wants to; you don't get to. That leads to all manner of unforeseen accidents. Generally, just don't do anything unsafe.
  4. No weapons. Another branch of the safety issue, and one that you'd think wouldn't need to be mentioned. To show a card for a katana is one thing, your latest buy at the Renaissance faire is a whole other matter. At best it's showing off, at worst it's a problem with safety or the police. This covers squirt guns, laser pointers, swords, and anything with potential either for harm or being mistaken for something that could harm. This rule also covers taking care not to allow objects that could be misconstrued as weapons to be so misconstrued (like holding a cane in a threatening fashion).
  5. No drugs or drinking. This rule will be strictly enforced. It makes for bad roleplay and dangerous situations, and will not be tolerated. Players showing up to game under influence of "substances" will be asked to leave and not return for at least two games, if ever.
  6. Be mindful of others. Not everyone is playing, and the game is Vampire: The Masquerade, not freak-the-mundane. People get arrested for that, and the game in general gets hassles from campus security. Part of this rule is to respect the gaming environment. This is done by picking up your trash, and obeying requests to move back to wherever the game is going on by both Storyteller and campus authorities.
  7. Respect the rules. This covers these rules and this rulebook. These "top ten" core rules are inviolate, and cannot be questioned under any circumstances. The House Rules are meant to be a helpful guide, and rules can be altered if the need arises. They are not set in stone. Rather, they are set in very firm clay that is difficult to move.
  8. Respect your Storyteller. The Storyteller reserves the right to make up rulings based on simple judgment, but he also accepts the responsibility to always explain his reasoning for a ruling. Players have the right to question any ruling of the Storyteller at a time that is appropriate, but bear the responsibility to accept a final ruling. There is a difference, however, between questioning and arguing. Never argue with a Storyteller during a scene. Storytellers have a lot to deal with, and those who argue with them during a scene will be removed from that scene. Yell �til you�re blue in the face afterwards, and the problem will be resolved as best as possible, but do not argue with the Storyteller while they are performing their craft. Storytelling is an art, please respect that.
  9. No cheating. This rule is serious and carries serious consequences. They will be dealt with as befits the situation. If it is only a suspicion of cheating, or if the offense is light, Storytellers may simply give warnings. Storytellers will exercise good judgment when giving out warnings, but Storyteller decisions are final. Arguing a first warning with the Storyteller is an excellent way for a second one. Three will mean dismissal. There are no exceptions.
  10. Have fun. Enough serious stuff. This means have fun. I have fun, that's why I do it. That's why I'm typing House Rules at three in the morning. This rule does not mean 'go out and conquer everyone', and it also does not mean 'make sure you drag yourself to game every week'. It certainly does not mean 'win'. There is no winning, after all. This game is a journey, one that has taken over three years to get where it is today. People have fun here, and that's what really matters. Enjoy.
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