·
Swap
around when you feel the need. You
shouldn't feel stuck at a particular station.
·
If
you can't solve a puzzle, FIND SOMEONE ELSE WHO CAN. You are all encouraged to work together and
to draw other people onto a puzzle to give them the chance to try it out.
·
NO
CHEATING. Not only does cheating show
contempt for all of my efforts during this campaign but more importantly it
deprives other players from the chance to show off their skills and actually
enjoy the game. GIVE OTHER PLAYERS A GO.
·
When
you first enter the Hall, until I turn on the overhead lights, all puzzles are
non-functional. You may look but you
can't touch. The only exception involves
adding vitae (nothing else) to the power nodes.
You will find the red powder in small bowls on the window sills.
·
If
there's a black screen on the terminals, they are non-functional.
·
The
music represents your time limit and the sense of urgency caused by the
gathering power flow. Increases in tempo
will reveal that you are running out of time.
·
If
you're not sure how a puzzle or situation works, ask me first rather than
attempting it with faulty or incorrect knowledge.
· Paul
is fully empowered to deal with combat situations though Tim is
empowered to provide information and guidance based on vampiric
disciplines. Either may request
assistance from the LEAD GM. The players
should take their word as law. Those
involved in such combats will have two GMs to draw upon. This should be enough.
·
Typically
the NPCs will have a fair idea of what can and can't affect them and how their
puzzle stations operate. You CAN
approach me for further guidance if you have additional ideas that aren't
likely to be covered by their briefings.
·
Skill
tests are not completely overridden by powers and dice checks, but they can be
complemented by certain mechanics on your sheet. Sometimes certain puzzles can only be used by
people with a specific skill level.
There will be OOC cards near standalone puzzles which will provide you
with further guidance when and if these will occur. The same is true for NPC briefings. In other words, you can't solve the Computer
Terminals with a simple dice check. You
*must* use your own skills as well. This
is to prevent our epic finale from becoming a row of players occasionally
rolling dice at each other in response to description.
·
You
may use a STONE to fill a power node or to automatically complete a puzzle.
However you should wait until you find a puzzle that is too frustrating to
solve or until you begin running out of time so that you don't remove someone
else's opportunity to be awesome.
·
The
red sand you find in small containers next to the power nodes on the window
sills are not there in-game and cannot be removed from that spot. The sand is there so that vampires pouring
vitae from their veins into the power nodes can do so quietly and
secretly. Unless it's actually in the
Power Node (i.e. vial) or being held by a PC as an offering to an NPC, it's not
in-game and doesn't exist. Please don't
panic when you see these red sand bowls.
·
Unless
otherwise stated, you can't move a puzzle station elsewhere.
·
Some
puzzle stations have special rules, such as that you may only transport one
alchemical concoction at the time.
Please read the nearby Rule Card before you begin or enquire with the
Lead GM so that you don't accidentally break the game.