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January 2018

Author Archives Ben Dieck

About Ben Dieck

Ben Dieck is complicated. Ben Dieck works for the man. Ben Dieck is creative. He makes things.

When I was a child, I spoke as a child, I understood as a child, I thought as a child; but when I became a man, I put away childish things.

– Corinthians 11

I remember the first tabletop RPG I ever played. If you think that there is anything wrong with that particular brand of geek, I will be creating a follow up article entitled “One Thousand Reasons Why I am Awesome and You are Wrong”. Like many other gamers, my first was Dungeons and Dragons, specifically ADnD (that’s Advanced, cretins). I also sucked at Calculus, so I stopped being interested in ADnD, but then I found 3rd Ed, which was awesome, and math lite. I had some kick-ass DMs, and I had fun. If you find anything wrong with this, consult my follow up article.

The Untotes FleischI bring this up because I remember the subject matter covered in my first campaign. We were light, innocent, playful. The maidens were rescued, the villager’s grain was recovered so they didn’t starve. We committed mass genocide of goblin villages so they wouldn’t invade the townsfolk. We tortured captured thieves to learn the location of the guild. We murdered the king’s child so he would be emotionally distraught and be off his game during negotiations with the country that hired us. And we certainly didn’t cover adult content, lest our childhood innocence be tainted and destroyed forever.

You see what I did there? If you didn’t, you may also wish to consult the follow up article to this piece.

Adult content is everywhere, and need not be consciously included in a storyline. Players create it themselves because it is in the sum of our experience. We turn on the news, check reddit, feast on newsfeeds, and thusly imbibe in adult content, so how is it that it is taboo to include it in a game, any game?

Maybe you are just tuning into this LARP thing, this gamer thing, this life thing (and if so I am writing another article for your attention), but being that I am glad you have decided to get yourself up to speed, I will indulge. Adult content in the realm of LARP is an iffy prospect. Why?

Roleplaying is a freeform game, but also a story which requires no control and no plot outside of a loose ruleset that allows limits and interaction. It creates balance. Order. Conflict. Conflict is what really brings interest to a game, but because it is freeform, it is open to all ages. Expand the genre, and introduce LARP. The same free form ability and open plot applies, as is the lack of a specified age group. The target audience is determined by content only, and there are social standards in place for what is age appropriate.

I am not going to force an 8 year old child to face down the bleak realities of losing a parent, and the death of loved ones, because a child’s life should be filled with happiness. Not tragedy.

But consider that it is not solely determined by me what a child experiences in life. Though I may shelter a child from loss, a tragic freak event may interject. This is not to say that I should not do all I can to keep happiness in a child’s life, but just because I refuse to include something, it doesn’t mean that the drunk driver wasn’t already in the room (read as elephant). We see, hear, and experience all these things regardless of who may include or disclude them from the world. I blame those violent video games for the degradation of the nation’s youth, but that stuff was already there before they started playing Duke Nuke Em.

Maybe I digress. If you really want to bring attention to that….article…

There are games that are obviously intended for the very young, like Candy Land. In the realm of RPG’s there are also games that are obviously meant for a more adult audience. Consider White Wolf’s successful series of games in which everyone plays a monster.

MET- nagDid I stutter?

Did I accidentally say charming knight? No, I said a freaking monster. Vampire the Masquerade and other White Wolf games makes the protagonist a monster, and morality is an intrinsic part of the character. It is, in essence, the game, but murder, death, treason, torture, madness, blood, all of these are littered throughout. Powers in the game are used to incite pain, lust, and insanity. Control and domination. These have potency! This is adult content, is it not? The very usage of abilities to force the will of one onto another is adult. This is the bending and destruction of will! For those of you who are saying ‘well that is why I choose to not play that game’, there are just as many who are saying ‘that is not really adult’. How is it that murder is not adult?

It is commonplace, and talked about. Perhaps it is merely the levels to which we talk about these things, and the level to which we include them in the game which makes them taboo. In some worlds goblins are seen as inherently evil, as are other monsters. However, simultaneously, monsters have since developed into a pop culture of themselves, and there is a segment of gamers that prefer to play monster characters in table top, medieval violence, and LARP. As we have created something of a monster culture, can we still butcher them wholesale at every encounter, and still consider it morally right? Is it goodness to destroy all that which is evil, or is it less morally questionable to attempt to take evil and convert it to good?

I have seen it done, and argued both ways. There is a bitter sweetness to the reluctant paladin that feels the moral weight of every soul put to rest. However, at this point it should go without saying that moral relativity is abundant in Role Playing Games.

Switch over to LARP.

We are no longer including a forum of our dearest and closest friends. It is not a predestined specified group of comrades which knows each other’s comfort levels. It is best in larger numbers. Who wants to run, or go to, a LARP which is only attended by a couple of our closest friends? Such a game would be covered by my next article.

We crave and need numbers, if for nothing else, then for the sense of immersion that numbers bring to a game. We aren’t in the woods with 20 people wearing different hats. Numbers imbue a sense of worldliness to any game. To do anything which would limit the number of attendants is, admittedly, bad.

By using content to target an audience, we limit the set of attendees to a game. Simultaneously, by allowing all content, we create a diverse player base. This is the biggest issue with allowing adult content in LARP, RPGs, any media.

“You immoral reprobate!” You say…. Consult my followup.

The Untotes FleischI don’t personally have a grasp on this whole moral absolutism thing. I was ostracized from a game for threatening to geld a “prisoner”. I was morally grey and willing to do anything for the benefit of the whole party. There were other examples of this type of play, but generally I would wheel and deal with whoever, whenever, and do whatever I needed to do to support my ends. I shot Greedo first, and took lofty contracts to fund networks of spies and informants. I was about as grey as you could get without being black enough that I sought the death of PCs, nor attempt to end the world. There was a segment of the player base that loved me and thought that I was a good addition to the game, but a core group of players didn’t like the cut of my gib. Ironically, this same game featured deep seated emotional abuse, rape, murder, treachery and the loss of innocence within plot; things that, in my opinion, have far more reaching damage than the capacity for ultra-violence. Some people are only made better by dying. I was adult content in their eyes. It is their right, I suppose, to nourish or exile my brand of play.

Where is that line within a game? Where should you draw the line on your plot? What is allowed in-game?

What kind of player do you want to allow and encourage to flourish?

Adult content is going to come into gameplay unless your player base comes strictly out of portions of Utah, or perhaps is limited to Quakers and the Amish. Should you do this, I expect that the permanent structures on site are a hell of a thing. If that is what you want, then more power to you, but I know for a fact that I would probably be bored as hell at your game.

Inversely, if you grab entirely from a detention center best lest forgotten that was used for government experimentation of the usages of the rage virus, then your game will limit the pure and chaste. It is not my place to put a slider rule on moral right and wrong, and nor is it yours. I think the birth of the antichrist would be a terrible thing, but there are some pro-lifers out there that may think otherwise because every sperm is sacred even if it came from a jackel wrought beast with two backs. I am not here to tell you what is right and wrong because who really has the right to do that?

Grab your staff and consult. Find out what everyone who is running a game wants, or is willing, to include in the game. If you say that anything goes, then understand the weight and implications of your words. If you want to mold your player base to a heroic path alone, then you can do a number of things to promote a string of Gallahads:

  • Deny PVP: No use of combat abilities on other players, and things like the use of the pickpocket ability. This still allows for friendly shenanigans for players that may not get along, but nothing that would be detrimental, except for maybe social warfare in which players destroys each other’s credibility and reputation.
  • Promote good acts: You have a mechanic somewhere that give boons, or bonuses, to those characters that do things that you like. If you don’t, get one. Don’t be that guy and just give it to your friends, but instead actively strive to award players that perform heroic deeds. This could be a stat bump, or even a get out of Hades free card when they heroically sacrifice themselves so that the rest of the group could flee the rabid smurfs you sent after them in the last module. If you want to encourage moral paths, you could have different rewards for effective acts on either side of the moral spectrum.
  • Discourage evil acts: There are wandering spirits throughout a fantasy world, and if you decide to jay walk or torture prisoners to death, evil spirits may mistake you for a like minded comrade in arms and hang around you to the detriment of yourself or the group. Commit enough badness, and who knows what might manifest? Simultaneously, if it is irritating enough, sub plots can occur as the hero rises from the darkness towards purity of heart and purpose. Who knows? Maybe a player even learns a thing or two.
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http://oliverfacey.co.uk/

But for all of you that want a Gallahad farm, know this: conflict generates plot and interest. If everyone plays the same character, how fun is that? The morally questionable within the ranks of the PC body will provide flavor to the game, and promote plot, discussion, conflict, and a more varied style of gameplay. I think you’ll like it. If you wish to have this diversity to the game, then allow risks and rewards for both paths.

Constantly discuss the morality of the game with your player base. If there is a compass that needs to be followed, then make sure everyone knows where north is. It isn’t that I have a problem with honorable gameplay, but when you show me a morally iffy world, then I am going to dive in and see what comes of it.

Here is another concept that I hope will cause discussion: Love abounds throughout stories and media. It is central to shows of all ages. Teenage drama is rife with it, and few Hollywood movies can get away without having a love story. “Halloween” has a love story. That being said, isn’t Love adult content? It causes all kinds of passions, problems, and emotions. The greatest of hurts occur in the vacuum of Love. We tell children that they do not know love, they are too young.

Hell of a thing that many disregard this as adult content…they will be included in my followup.

And now abide faith, hope, love, these three; but the greatest of these is love.
-Corinthians 13

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Aug 21, 2013

In 2012 I was deployed to Afghanistan in support of OEF. It was perhaps one of the strangest and most demanding things that I have ever done with my life. It isolated me far beyond anything that I would have considered possible. It also gave me a lot of time to think about what I was going to do when I got the hell out of that place. Finding things to look forward to kept me sane.

In that time I thought about events I was going to be able to go to, and the people I missed seeing. When I thought of events, I started thinking about my gear, and how I have been relying on garb that I had made out of bargain bin cloth two to three seasons ago when I was hard up for cash and feeling uncreative. I looked to some of the deployment cash I had saved up and started looking for some people to help me out so that I might be something impressive when I returned to the realms of nerd-dom.

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Jesse Lagers and I had met at the last event I went to before deploying to Afghanistan. It was a Pirate Event in Oregon. When I started asking around about good garb, I was directed to him through a mutual friend of ours. I said I wanted good garb that would allow me to dress to impress. Jesse was excited to oblige.

Since my time knowing him, we got closer. I learned of an exciting opportunity that was given to him: he will be featured in the SyFy channel’s new show “Heroes of Cosplay”, which premieres on Tuesday, August 13th, at 10:30 / 9:30 c.

Jesse discovered his love for costuming and props as a young boy when he found himself continually dressing up long after the end of the Halloween Season. A self-described “geek through-and-through” he collects his influences from science-fiction and Medieval romantic-era graphic novels, movies, and other media. Star Wars, being Jesse’s favorite influence, has shown him how integral costume and prop designs are to the success and popularity of feature films.

185113_4489222554867_593034710_nAn Oregon-bred pirate, Jesse currently lives with his girlfriend and three pet rats in Portland, OR. Jesse works as a systems administrator for a software company during the day. However, he has a side business, Midnight Armor, where he builds custom costumes and props for cosplay, eventing, and LARP. His style exemplifies his passion for authenticity within the costume design industry. He is known for his ability to distress costuming towards heightened realism, beyond the depth of other designers using dirt, grime, and muck to create truly authentic veteran battle armor. He isn’t just a designer, but a practitioner as a storm trooper with the 501st Legion: Vader’s Fist: a national organization of “Star Wars” enthusiasts who celebrate the series’ mythology and perform community fundraising, charity work, and acts of volunteerism. Jesse hopes that his costuming work will move towards full-time sustainability.

After abducting him from his compound in the Alps, I was allowed to ask him some questions:

Ben Dieck: How do you feel about the recent surge in interest in your work, noting that it is long overdue and well deserved?
Jesse Lagers: I feel it’s a complete honor that I was picked for this show. I hope it helps show my work to the public and it’s received well. It is always good to see all of your hard work has gone to levels like this.

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Ben: Where do you draw the inspiration for your costumes from? Do you have some sort of prophetic vision and it formulates itself out of vapor and myst? Did aliens implant them in your brain holes?
Jesse: I’m pretty sure it’s fueled by madness and a life of way too many movies taken far too seriously. Secretly hoping for the apocalypse to hit just so I won’t look so out of place all the time. Lack of sleep due to an over active imagination… yeah. It’s a cycle.

Ben: Your technical ability shows a tremendous ease of working with materials. I am intimidated by your mastery. What is the hardest thing about costuming for you?
Jesse: The hardest part about any costume is determining when it is “finished” (in a ‘I can now be seen in public in it’ way). I like to constantly try new ways of making things, so new methods are a tad bit maddening. I like to have multiple projects going at once, so I don’t get stuck on something.

Ben: How do you start your creative process once you have an idea?
Jesse: Costume ideas will hit me at the most random and worst of times. I can’t count how many cocktail napkins have been turned into sketch pads and later into fully working costumes.

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Ben: Are there any mistakes others make when attempting to make an eye-catching design? Has my bejeweled evening-wear really outlived its usefulness?
Jesse: I have this new term I love to use for steampunk costumes. I see a lot of really nice work out there, that’s often cluttered by too much non useful junk. I like to refer to it as steampunk barnacles, lecherous parts of metal bits attached to a costume at random and serve no purpose. Don’t get me wrong, a lot of stuff on your mechanical arm looks great, just make sure it looks like it should be there.

Ben: What is the difference between a well-made costume, and an award winning cosplay outfit?
Jesse: In my opinion, well-made costumes outfits are completely durable and 100% wearable as a daily piece, whereas I feel some cosplay outfits aren’t suited for practical every day wear and tear.

Ben: So you are saying that you build outfits, not costumes, and that difference is what people should strive for?
Jesse: (Don’t be dumb reprobate!)

298032_280115565349834_1041285929_nBen: How did you end up doing this SyFy Special? How many bodies pave the road to your success?
Jesse: Luck of the draw I suppose. I was in the right place at the right time in the right outfit. (read as: killed lots of people and water boarded those I needed to).

Ben: Looking at your competition, they have some desirable attributes you lack… Femininity for one. How has gender effected your position within the cosplay community?
Jesse: Typically male cosplayers are overlooked in social media. You see lots of them on the con floor and during the competitions. However, it’s the gals that make all the social media buzz. I hope I am helping to change that.

Ben: Is there a next step beyond the show, or does this leave, merely, world domination?
Jesse: Isn’t that what we all really want? Tonight, Pinky, the lab; tomorrow, the WORLD!

Ben: What else do you have to tell your millions of screaming fans that are trying to break down your door? How about those that wish to obtain the Jesse Lager’s level of excellence?
Jesse: Stay tuned to our facebook and twitosphere feeds! We have some crazy stuff coming up. Maybe even some Vlogs and how-tos!

Heroes of Cosplay will air on the SyFy channel on August 13th at 9:30 c.
Jesse, I am sorry for giving your bonnie lass that sharpie.

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Aug 08, 2013

Some people know how to ruin a perfectly good party.

larp advice

Take a seat.

This person, as a rule, will always be attending your game or event. How to deal with them safely and legally could have serious ramifications, so it’s important you not only have a battle plan for when it happens, but an understanding of those ramifications. Poor planning will allow a bad incident to overshadow your game or event. It will become a defining moment, and the only thing your event will be remembered for; after all of that work you did, don’t you deserve better? So sit down a moment, draw a pint, and let’s talk about how to deal with your rowdy player problem.

Why on Earth am I qualified to talk about this? I used to work as a supervisor for a company doing section 8 housing policing, I was a bouncer, and I just finished a combat tour in Afghanistan. This stuff relates a bit; but me and mine have run security at some fairly notable national-level fighting events. We go places and run the show so that event staff doesn’t have to worry about it. The Forsaken of Belegarth and Dagorhir have our fingers in a lot of pies, and our experiences have taught me a lot about doing this stuff safely.

And half the guys I deal with are drunk.

Let’s set the stage and discover the types of risks which are present at your event. Some of them you may not have even thought of. This is the first stage in any risk assessment (which is essentially what we are doing):

  • The players: Your players’ emotions are going to be a roller coaster through this event. Part of it is the emotional charge that is associated with doing something new, or something that you love to do. People are passionate, and when passions run high, dispute happens. This is especially true in serious cases, such as permanent character death. Player arguments are going to happen, and there need to be measures in place to resolve them.
  • What about townies? Anyone that runs particularly large events that are open to the public, or have public visibility, will tell you that the locals are going to wander onto site and they are going to cause an issue. They aren’t going to get what you’re doing, and their reactions will be varied. They may try feebly to understand and grow frustrated, or they may just make fun of you for dressing silly and try to have a good ole time by whizzing in your cheerios. How much access will non players have to your site, and how can you maintain safety while trying to teach the mundanes a new trick?
  • Alcohol and drugs: Is there a policy for these in your game? Substances greatly elevate any situation when done to excess. Personally, I like games that let me drink, but there need to be serious safeguards to responsible usage. If someone is intoxicated, what is the plan? If it can be contained, get them to their camp, get them with more sober friends, make them responsible and accountable, and remove all of them from play. You cannot reason with a drunk; you can only contain and monitor them.

Insider Threat, Outsider Threat, Substance Issues. We can handle them all. Let’s do this.

Four Steps for Player Conflict Resolution

The formula for any rowdy argument is fairly simple: two or however many parties feel wronged, and they want justice done. The most important thing to remember is that if you are running an event, it’s your gig. That is your job. There is a great deal of hospitality management that needs to be done, and you are responsible for stopping dumb in its tracks so that everyone can have a good time. Here is my simple system of conflict resolution for your knuckleheads:

1. Isolate the event: Taking this away from the prying eyes of other people involved is important so that play can continue while you are away dealing with the primitive screw heads that caused the mess. In addition, this prevents sides from developing and dividing your game into two separate peanut galleries. Whether it is an individual being dumb or a dispute between two players, isolate them away from the rest of the attendees and get them where they don’t have support or additional instigators.

  • Break Immersion: We are in a fantasy environment. Everything seems to have a sense of fantasy, mystery, and fiction about it. When a conflict arises, it is important to determine whether it is real, or someone still pretending. Are all parties really on the same page? Shatter immersion. Do not use character names, use your mundane name and make it abundantly clear that you are now in control of what is going on.
  • When in charge, be in charge: I am going to allow for a bit more coverage into this. It is important that you have enough presence to stop conflict in its tracks. As event staff it is simpler because there is already a perceived authority thing going on. This does not mean raise your voice; in fact, it is better that you don’t. It just means that whatever attempt your agitator makes to steer current events needs to be stopped cold.

    “But you don’t get it, this fella-”

    “Stop. Listen to me. I want to help you, and I want to resolve this.”

    You need to be very literal and purposeful with your word choices. Control the situation, control their world, and do not allow for dispute. Numbers helps this game. If you are not comfortable doing this on your own, bring backup. Have them stand there and provide support. If they happen to be that overly large fella that plays a troll every game, so much the better. But s/he is there for support only. You run the world.

2. De-escalate: It is important to do nothing that will escalate a volatile situation. I have seen some event staff yell at people to get them to cease and desist, and if someone is a type B personality or a small child, maybe that works. When you are playing with adults, this isn’t going to cut it. Proud people will keep their pride throughout, and yelling at them is not going to cow them, it is going to cause them to lash out. Do not yell, do not threaten, maintain calm and level-headedness, because behavior of the authority is contagious. If you are calm, then others will be, too.

  • Use defensive language: Nothing will set off an aggressor like them thinking that you do not respect them, or do not care. This has the dual effect of keeping the player happy and polite so that they are not inclined to flee the game. Dr. George Thompson teaches a class called Verbal Judo, which is used for Law Enforcement, Security, and managers. Aggressive language such as ,“Calm down!” ,“Because those are the rules!”,“Hey you!”, “I’m not going to tell you again!”, and “Be more reasonable!” are all taught to be ineffectual for calming a situation, and are in fact detrimental to a positive outcome. Instead, the usage of defensive and supportive language will help calm a situation. “I want to understand.” “I am here to help.” “I understand how you could see that from your perspective. I would like to help.” See what I did there? Not only did I provide perceived value to their opinion and say I was interested in it, but I also suggested that it might not be the only and right opinion. This stuff is gold, and I recommend a verbal judo course for anyone who deals with volatile people regularly.

3. Resolve conflict: When possible, find a fast solution for whatever the problem was. If someone was being rude or disrespectful, see that they understand the problem and won’t repeat it. If they took someone else’s stuff on accident, correct the oversight and let all parties know that the issue is now resolved, and they need to move on. Do not threaten. Not only could it re-escalate the problem, but a threat is a promise; If you say ‘this stops or they are gone’, then that is it, lest order be disrupted from the entire event. I also believe in having someone understand the whole ordeal:

“You did this and I had to act, for which I apologize. If you continue the behavior, then I am going to have to kick you from the event, and no one wants that. Do you understand? We agree that that is fair? Now come on, let’s go smash some goblins to a fine pudding.”

Be as arbitrary as possible when resolving conflict, because bias, whether real or imagined, can escalate a situation. This is another thing that is handy about bring a back up staff member with you to resolve conflict.

4. Follow up: So you thought you solved the problem, but they’re back at it? That is because after conflict, people will stew about a negative outcome. Their negative feelings will fester, and it will poison whoever is around them. Following up, asking if everything is still ok, does a couple things: For one, it gives evidence that you care about the player and believe that their point is important, but it also proves that you didn’t forget about them, and if they try to re-escalate you are going to be all over that. There was a proverb I heard somewhere about using huge chains on a bull to tie them when they are young, so that you can use a rope later. When someone sees the futility in causing conflict, the conflict will end except in the most dire of circumstances.

For players that just don’t get it

larper

So they stopped talking and they are throwing dukes. They are cursing and throwing other people’s stuff around. They are threatening people, and this is now beyond a small contained event. COME AT ME, BRO!

You need to ask yourself the cost/benefit ratio of escalation. Is this incident worth the drama of having to arrest a player? As event staff, you are responsible for not only people’s good time, but their safety. Rule of thumb: do what you must to keep the majority of your players. Take these events seriously, and they will stand testament to future knuckleheads. Does this mean you need to hang the body high where everyone can see it? No, but there are two things left in your toolbag as you try to get this mouth breather off site:

Call the cops if it has gone that far. This isn’t your responsibility at this point; this person has decided they want it to become a criminal matter. Get someone else to call the cops while you keep an eye on Captain Wow to ensure s/he doesn’t trash anyone’s stuff or incite a bigger fight. Isolate them away from their players. One of my favorites is saying you can’t hear them and escorting them to somewhere you can that just happens to be away from others, but you might not be able to pull that off outdoors.

Things you need while waiting for the police:

  • Contact information for witnesses and event staff.
  • Any paperwork your agitator filled out. Get copies, as it probably has a lot of personal information for the cops to use. This will also make the coppers friendly, because they like it when the paperwork portion is easy. Write down when they were called, and when they showed up. If they don’t take your statement, but you think they will, then write down statements as soon as possible, or at least notes, because details are lost quickly. Do not bring attention to the cops being on the way as that could panic the agitator, and fear responses are unpredictable.

OH NO YOU DIDN’T. Did that guy just punch you in the beak? Without going into things like homestead and castle law, here is a guideline: If you, or your group, leased an area and are a representative of that group, you are entitled to protect all persons or properties contained in that area as they are, partly, in your care. This is why we sign waivers at games. Violence causes a different level of problems, so I will advise you placate your offender ’till the fuzz shows. When in doubt, though, use the minimum force necessary to subdue the offender, and when they cease to resist, cease to apply force. If you do get into a physical confrontation, it is important that you report that this is what you did in your report. Don’t tell them training or anything, just say “I used the minimal amount of force necessary to subdue the subject, and ceased to apply force when they ceased to resist.” If you do this, you are within the law, and they are liable for all injuries, including theirs. As I am not familiar with your local laws, it is important to look up local laws on self defense and whatever homestead laws exist. Knowledge is power.

To review

Your action steps are Isolate, De-Escalate, Resolve, Follow Up. By following those steps, you will handle things peacefully and have a good chance of retaining all players involved. All of these are guidelines, however; there are other tools to consider, and I hope you do. Find the plan that is right for you and your game.

Everyone goes to game to have fun. Keep that commonality when you are dealing with people. Resolve things quickly, quietly, and at its smallest level so that everyone can get back to having fun, but maintain a plan for things that go awry. You never know when you are going to find That Guy.

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Jul 30, 2013
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