This is our set of rules. It keeps us safe and forces us into our world's physics. Without these rules, the game would fall into chaotic bickering. So they're good. We constantly revise and adapt these rules.
Character stats help us build our characters. Like a video game, you can gain experience or skill points through participation. Use these skill points to give your character new spells, techniques, and other in-game talents. Updated stats also help the officers build interesting plots and provide just the right level of challenging adversaries.
Masks are to be worn when social distancing isn't able to be enforced.
All weapons are made of foam and duct tape, so they do not hurt.
Call "HOLD!" anytime something dangerous occurs. If you hear someone shout this, immediately stop what you're doing. It's not a bad idea to repeat the shout for others to hear.
Our club isn't a "beat up other people as hard as you can" club. So be gentle and pull your hits. Don't swing at the head or other sensitive areas.
Dress appropriately for the weather. We go out in the rain and the cold and the snow and the ice. So wear appropriate shoes, gloves, hats, and whatever else you might need.
Safety is our first concern. From there, it's about having a fun, immersive experience.
Let's start with the two kinds of characters:
PCs or Player Characters: The "main characters." They aren't always the good guys, mind you, but they're the ones who are trying to solve the missions and get things done. If you're a PC, you will build a character with stats. The more you play, the more powerful and interesting your character becomes.
NPCs or Non-Player Characters: The "bad guys" and antagonists. These vary from goblins to the big boss battles, from annoying squirrels to villagers--these players may be a half dozen different creatures and beings over the course of a day.
PNPCs: Okay, these NPCs that are more important and recurring characters played by officers or NPC participants. They may be a big boss baddie, or a guide, or a queen, or a door.
If you're starting out, you might want to start as an NPC. This is a good way to get to know the rules and how things are done. But you can also dive right into a PC if you want.
Oh, a couple of other unofficial rules:
Never go charging after Dixon when he goes running headlong through the woods--It's a crazy thing.
Always go charging after Dixon when he goes running headlong through the woods--it's always a good time.
Character development is at the heart of this game--especially if you're a PC, but even an NPC can become a developed and interesting character. Some players have taken an NPC and turned them into a PC! Other NPCs can be a whole lot of fun. Banditos, goblins, zombies-- all of these can be a delight to play!
As you build your PC, you want to think about Race and Class. We don't have specific classes like Ranger or Knight or Mage; instead, you can customize your character however you want. But it might be a good way to think about what your character will be like. Is she more magic based or more of a sword and board warrior? Select skills that fit this temperament. Also think about races. Our Rulebook details the various races on page 5, but remember that we can tailor a race to your interests. We've had everything from wolverine people to trash gnomes (he was very dirty and picked up a lot of litter). Feel free to talk to experienced players if you need ideas.
Costumes can also help to create character depth. Once you're in a costume, you feel more like that character.
Think about behaviors and voice and speech. You should hear the weird accents Mr. Dixon tries to pull off. But they help create your character.
And remember to have fun with your character. Really get into him or her to really enjoy your experience.
Unlike DnD where your actions are based on luck and stats, in our HJ world, you don't have to worry about dice--just what you can do physically and what your stats dictate.
Some actions may require specific skills, like healing, lock picking, spells, and the use of a weapon. Purchase these skills by cashing in your "skill points." You can see all of our skills on our Rulebook, and use the stat database to keep track of them. This database also helps our officers write better plots. Some of these skills can be used in really interesting and powerful ways.
One word of caution: Avoid Metagaming. Metagaming is when a player uses outside, real world knowledge within the game. For example, Mr. Dixon might know it was Ms. Mitchell who stole his gold while he was unconscious; however, in game his character wouldn't know that. So he can do chasing after her; his character would be clueless as to who stole the gold. He might have suspicions, but he wouldn't know. Or if you hear the officers whispering about some aspect of plot, don't give it away to others, and don't use that knowledge in game. Remember to separate your real self from your character.