Most new NERO players are not new to
gaming but are new to live-action role-playing. The two are similar but with one
major difference: In a live role-playing game, you must take the initiative to
be successful.
In a tabletop game with a gamemaster guiding you, you usually are given options.
The game begins when the gamemaster starts the adventure. If things slow down or
the players can't figure out what to do, the gamemaster will throw in clues or a
fight or something to keep things interesting. And the gamemaster is always
there to make sure the players aren't bored. In NERO, there is no gamemaster.
You have to find the adventure yourself. If you can't figure out what to do, no
one is going to come along and whisper clues in your ear. Just like in real
life, if you get involved and take an initiative, you will go much farther than
if you just sit around and wonder why nothing interesting ever happens to you.
Believe us, there is plenty to do on a NERO weekend, and a lot of fun out there
just waiting for you - but you must find it!
Above all, remember that this is acting where the audience is also the cast; the
more everyone puts into it, the more fun there is. For some people, this means
finding a group of staunch allies to hang out with in the hope of becoming rich
and famous; for others, it means becoming the best individual in town at
something so others will seek you out. Imagination is the magic behind it all,
and it's one of the many things that gets stronger with use.
Now then, some generalized advice about how you can get the most out of NERO:
Create a believable character with an extensive background
Unfortunately, many NERO
players have very sparse character histories that look something like this: "I'm
the bastard son/daughter of Baron So-and-So and I want to regain the
land/item/title that is rightfully mine." Period. (Amazingly, a large percentage
of the player population is made up of bastard sons and daughters of some noble
somewhere. There must be an unbelievable amount of hanky panky going on.)
A detailed character history is very important for getting the most out of your
NERO game. If you wish for the Plot Committee to throw things your way, be sure
to put in something they can use. Go ahead, put in that long lost brother, old
enemy, biggest fear, or greatest goal. And be sure to give us their names -
otherwise, how will you know we're sending out your arch-enemy if you don't even
know what his/her/its name is?
A detailed history which names nothing for Plot to sink its teeth into is good
for your own role-playing purposes but will not give you any personal unexpected
twists.
Further, sometimes the Plot Committee has a plot that they want to throw at the
players and they need a few good "targets." They will often go through character
histories and find interesting ones and then "reward" the players with (ahem)
some fun.
What it boils down to is this: If you want to advance and get the most you
possibly can out of NERO, you absolutely have to submit a character history!
Once written, your character history should be submitted to the local Plot
Committee. This should be your true history, and it may even contain information
that you the player may know but your character does not!
You should also prepare a version of your character history that your character
would tell others. (Obviously, the story you tell might be full of lies; you may
not want the truth to be known by everyone.) It should be presented to listeners
in character at a NERO event. You can write it out if your character can read
and write.
You might also want to go to the Astrologers' Guild and have a chart cast for
your character. In order to do this, they will need to know the date, place, and
time of your character's birth (if known).
If you are unsure what kind of character you want to be, you might try the next
option:
No amount of advice can
guarantee that your first try as a PC will end you up with exactly what you
want. Try being an NPC to learn more about the game first. If you NPC, you might
end up as a zombie janitor, a sorcerer's apprentice, a bodyguard to a noble
mage, a death rogue, a winemaker, a veterinarian, an ogre, a mercenary spy, a
spider, or even a statue. You can't be a zombie or a spider PC but every role
you play will give you experience in spellcasting, fighting, disarming and
setting traps, or solid generic role-playing.
Now you go to your first big weekend event as your character. What to do? Some new players come
into the game imagining themselves as Conan the Invincible, beating down all the
evil monsters, becoming the toast of the town, and winning the affections of
commoner and noble alike. Others think they will be the world's greatest
assassin, sneaking through the woods, stealing from everyone, and becoming rich
and powerful. When due to their lack of experience they fail to accomplish these
things in their first weekend, these players then get upset. "This isn't any
fun!" they think. In order to get power in NERO, you have to be patient. No one
starts off the game as a nobody and ends up three days later being appointed a
knight or becoming the head of the thieves' guild. It doesn't work that way.
The NERO game gives every character the potential to make a name for themselves.
It is not a guarantee. You have to start off small and earn your rewards. All
those powerful characters you see in the game started off the same way you did.
You can get a lot of gratification from playing NERO as long as you set
reasonable expectations from the start. Vow to pass all tests to become a member
of a guild. Aim to impress someone important and be hired as part of his or her
entourage. Start an adventuring group and make a name for yourself through your
costumes and role-playing skills. Strive to put together all of the pieces of
the weekend plot and impress the nobles with the information you have gathered.
Make sure that your character knows the consequences of your actions first. Find
out what you can and cannot get away with, or you're liable to run afoul of the
local laws or step on the wrong toes. If you just walk on in and start your own
Thieves' Guild, it's certainly not going to make the current Guild very happy
with you.
Most importantly, have the right attitude when doing these things. Introducing
yourself as "the greatest fighter on the planet" or otherwise pumping up your
ego will only alienate others, make enemies, and hurt you badly in the long run.
Be humble and prove yourself through your actions. . .and then when you are
powerful and mighty later, you can honestly brag about your skills. Probably the most
embarrassing way to get into deep trouble is to insult, attack, or trust the
wrong person. If you're new in town, act like a tourist. Stay at the fringes of
things until you have a feel for who the important people are and who you want
to collect as friends and allies. There are many veteran
players who are willing to advise new players, from telling them how to avoid
being poisoned to telling them where to go for training in various skills. You
can often tell who these people are by the large number of people they greet and
are greeted by as they wander through town. Anybody who does not look foul
tempered or Terribly Important is usually willing to answer questions about the
latest gossip, grudges and adventures. A good place to start would be to check
out the local guilds. Most people are willing
to answer. There is a common misconception that all the nobility want nothing to
do with the new folk in town, but you may be surprised at how well you are
received. Everyone is always looking for new allies and sources of information,
and if they are too busy to help, they just might recommend someone who can. In
general, you should make powerful friends. They will be useful. Adventures rarely just
come up and bite you on the nose (although goblins may do so). There are no neon
signs saying "Adventure Here!" You have to look for them.
Some are easier to find than others. If you hang around the tavern a lot, sooner
or later someone might come in looking for mercenaries to help on a quest.
Joining a guild, the Royal Army, the Town Guard, or a noble team is a good way
to immediately get involved in lots of interesting plots.
Another way to find adventures is to walk through the woods. Monsters are known
to camp out in the woods, and often you can even find hidden caves worth
exploring or other strange goings-on. Don't just hang around town waiting for
them to come to you!
Pay attention to rumors. Some chapters will even give you a sheet at check-in
filled with rumors. Others will have NPCs in the tavern whispering rumors. (Some
have both.) The rumors may say things about other players (gathered from their
character histories), about political intrigue, about monster abilities, or the
local history. These rumors are not all true! There may also be rumors about
things happening at that event which could lead to an adventure or perhaps even
give you a clue as to how to get past a certain encounter in a module.
For example, once a Rumor Sheet had the statement: "Wizard Glick has been seen
walking around town carrying a large sponge very protectively." A module that
weekend took place in Wizard Glick's home. In the module, a note found told the
players that to get through a certain door, they needed a "skeleton key." The
sponge found in a washroom in the module was the "key" needed (since a sponge is
essentially a skeleton). Players who remembered the rumor about how important
the sponge was to Wizard Glick had a head start in figuring out this puzzle, and
realized that the sponge was more than a mere atmospheric prop. (And yes, that
was an extremely hard puzzle. No, they're not usually that hard, but on the
other hand, don't expect to be spoon-fed in NERO.)
Rumors on Rumor Sheets are also "split up" onto more than one sheet so that no
one person gets all the information. This requires you to role-play with other
players to find out what you need. For example, if we want you to learn that
Cerik the vampire lives in a cave on the edge of town and that a strange old
hermit vampire hunter named Phil has information about the cave's whereabouts,
this information is going to be placed in many different rumors spread out on
many different Rumor Sheets. You will see "There is a vampire living in a cave
near town," "A crazed hermit lives in the woods," "The hermit knows all about
vampires," "The hermit's name is Phil," "Cerik the Vampire hates Phil," and so
on, each on a separate Rumor Sheet. In order to find all the information you
need to go on this particular adventure, you will have to talk to as many people
as you can to see what rumors they have heard.
Other clues and rumors will be dropped into game in in-game ways, and will often
be aimed at new adventurers. NERO tries whenever possible to always have a few
modules for beginning players since the more experienced players already know
how to get involved in the NERO plot. NERO will drop these clues to allow new
players to get involved, but all too often these "clues" end up in the hands of
experienced players anyway because the new players do not seize the opportunity.
For example, one time the Plot Committee had a messenger deliver a treasure map
to the wrong group (on purpose) after first plowing through a second group and
dying while in their view. The second group looked up for a minute and then kept
on walking. Despite the Plot Committee's help, the inexperienced group handed
over the adventure to an experienced one instead of trying to do the adventure
themselves.
Another time, an NPC came up to a group of players and began engaging them in a
game of cards. Meanwhile, a poor street waif (who was the real start to the
adventure) literally had to fall over the players to get their attention.
Because the group was so distracted by the card playing NPC, they paid no
attention to the waif, who then found another group to go on the adventure.
Remember that anything and everything you experience may be important!
Take the initiative; do it yourself! Only one person can make you a hero and
that's you. The more you know, the more you can get out of NERO. This leads us
to the next point. The person who first said
"knowledge is power" wasn't kidding. Consider information as a type of treasure
to be obtained, for in NERO it is as valuable as gold. It could make the
difference between life and death. Characters have died in the past because they
didn't prepare well enough by asking the right people the right questions. Too often, new players
walk up to the tavernkeeper or a guild leader and say "Know of any adventure
hereabouts?" - which if you think about it is a pretty silly question. "There's
adventure everywhere around here!" is the usual answer. Instead, ask if they
have any work they need done or if they know anyone who does. Ask if anything
unusual has been happening lately. Take a news item you have heard about or a
piece of gossip and start a conversation. Most importantly, offer something in
return. Nothing is free!
There are lots of people in-game who can give you all sorts of help. It is
surprising how infrequently people take advantage of information easily
available. Often NPCs will be given important plot clues but told not to give
them out unless the players specifically ask. Other times information will be
"sold" by other NPCs. Even more importantly, other players may have information
that you need but you don't realize it because you never talked to them about
it. Be prepared to pay for important information, either with money or with
information of your own.
Along these same lines, don't hog the information you have! Unlike regular
treasure, you can give away information and still possess it. Not sharing
information has hurt many players. Often major plot events for the weekend
require the putting together of clues obtained in various modules, each obtained
by different groups. Sometimes the groups think that sharing the information
means that they will not get to go on the penultimate module they theorize will
end the weekend event and so they don't talk to anyone about what they
discovered. Whenever that happens, the weekend plot goes unsolved, and everybody
loses. The best way to get lots
of important information is to talk to everyone you meet, especially if it is
someone new. "Hail, fellow! What brings you to our fine town?" is a good way to
get the ball rolling. If it seems that the nobility seem to be at the center of
many plots, it is mostly because they actively greet every new person they see
and they find out everything that is going on around town. This also explains
why gypsies are usually also involved, being the outgoing folk they are.
Again, keep in mind that players can also start their own rumors. Some of these
will drive you nuts and others will save your life. There have been characters
who were left alone when they first came to town because they were rumored to be
an agent of a very powerful Lord who would take revenge if they were harmed.
Other players let rumors spread that they had no need to go about heavily armed
or armored for unspecified reasons. In both cases, the players started their own
rumors and stayed alive because of them.
The more you know about the people and the world in which the game takes place,
the better you will be able to quickly understand what information is important
and what isn't. Read your in-game history and pay attention to any updates you
may learn through newsletters, Rumor Sheets, and in-game by talking to others.
Remember, everything you read or hear isn't necessarily true! There is no such
thing as an unbiased history. Like histories in the real world, our in-game
histories have been written by people with viewpoints which may skew perceptions
of various events. Further, there may be facts of which the writer is not aware.
There are bound to be biases and mistakes. Don't believe everything you read!
Keep notes of your adventures and the information you obtain in them; you never
know, they may be important some day. Players who keep notes are already step
ahead each time a new game begins. When Lola the dwarf comes to town, the smart
player can check his or her notes and know that Lola appeared in town a year and
a half ago, was looking for her long lost brother, had the key to the Mystic
Orb, was the cause of the riots or 594, and had the first line of a riddle that
would lead to great wealth. Re member that in NERO, plots do not start and end
at an event but run constantly, and the player who has the information can take
advantage of it.
Get as much information as you can as often as possible. The largest cause of
boredom among new players is not assuming that everything they see and hear is
potentially important. (Remember the story of the card player and the waif!)
Curiosity may have killed the cat, but it also got her involved in lots of
adventures along the way! Be suspicious and
careful, yes, but realize that sometimes more can be accomplished through
cooperation. Often groups have failed because they distrusted everyone.
Here's an example: A group of adventurers found a deaf girl tied up and being
held hostage by goblins. They killed the goblins, and then took the girl along
but refused to untie her. As it turned out, she was the only one who could get
through a magical barrier that caused great damage due to sound. Because the
group treated her so badly, she refused to help and the group could not complete
its quest. Remember, if you screw up, no one is going to come along and make
things all better. You lost, and later, another group that won't screw up will
take the treasure and the credit. You'll just have to do better next time.
Sometimes in modules key encounters are placed at a crossroads. If you treat the
NPC at the encounter unfairly, then the NPC may tell you the wrong path to take
or may not tell you the information you need.
Use common sense here! Not every evil thing should (or can) be killed outright.
Sometimes a powerful being is sent into town merely to frighten you. Maybe it is
there to provide you with information, or maybe it's just there for your
role-playing fun. And not every plot can be solved with a sword.
Always remember your quest. Perhaps you may have to treat an evil person nicely
so that you may get the information you need. Sometimes you just have to grit
your teeth and put up with the obnoxious shoe salesman you'd like to kill
because he knows which path to take. And remember that the person you harm or
kill may just resurrect with full memory and come back for revenge (Yes, NPCs
can resurrect too!).
On the other hand, there is no such thing as paranoia! There really are lots of
nasties out there trying to get you - as well as some of the townsfolk. The
first thing to remember is to trust only the people you know. The second is that
a target leaving the battlefield at high speed is harder to hit than one
charging straight at a group of 20th level death knights. Until you can be sure
of having a decent chance of survival, running is a valuable tactic. Not every
NERO battle is necessarily winnable. Don't spend all weekend
out in the woods hunting monsters. It's a lot of fun and a good source for
treasure, but let's face it, while you're out there, you have no idea what is
going on in the rest of town. Don't misunderstand us - if that's how you have
fun in NERO, then go right ahead! The most important thing is to have fun. If
you measure success for your character as earning money and going on lots of
modules, then go that route, but if you judge success by whether your character
gains status in the in-game society, then you'll have to get involved. You'll
have to talk to people in town, figure out what the weekend plot is about and
who the important characters are, and what you can do to get yourself involved
in it. You have to be there and force your way in. Don't later complain that the
plot didn't involve you when you weren't there to get involved in it!
Similarly, don't equate long-term success in the game only with gaining money
and XP. The two do not necessarily go hand in hand. If you spend all your time
hunting for monsters out in the woods, you will never make the contacts in town
you need to make in order to get that fame and fortune you desire. Don't wait for a group to
ask you to join, start your own! A good sized group should contain around ten
people so that there will always be about six ready for any module that happens
to show up.
Get a good mixture of character classes. Don't wait until the middle of an
adventure to suddenly discover that you need a thief in order to get into a
certain room. An unbalanced party has been the downfall of many an adventuring
group.
You do not need approval of any marshal to start a group (but you should let the
Plot Committee know for future events).
Once you've established a group, don't fight among yourselves. Pick a leader.
The leader should not be a dictator, but instead listen to all suggestions and
pick the wisest action. Having a leader is most important in stressful
situations. There is no time to call a committee meeting to decide whether to
retreat from a battle. The group should delegate the authority for snap decision
making to one person, and then follow that person's orders. If it turned out
that person was wrong or made a mistake, that can be dealt with later.
Most parties that fail on modules do so because of poor leadership. If the group
wishes to be successful, it must have someone to give them direction. Nobody
likes to be bossed around, but some carefully worded instructions in a friendly
tone of voice can carry a lot of weight.
A player who insists on doing things their own way and who runs off on their own
will usually die because of it. You need to put aside differences in order to
accomplish your goals. If you're constantly running off or arguing with your
group, it won't be long before no one will invite you to join them and no one
will help you out.
This is not to say that you should sacrifice your individuality or your personal
role-playing quirks. It simply means that you've got to remember that you are
not the only one involved. If you go wandering off in the middle of a module,
you not only risk serious harm to yourself but also to the success of your group
as a whole. Have a battle strategy for your group. Any plan for fighting should
include protecting your healers and mages. The plan that seems to work best for
most groups is a sort of fighting wedge, where two fighters protect the mage
behind them who can then cast spells over them. Healers should stay in the rear
and throw healing spells at the party's backs. Necromancers should be up front
throwing damage causing spells with the mage (unless there are witnesses
around!). Come up with your own strategies and then practice!
If you don't have your own group with which to adventure, you can also align
yourself with an already existing group. Or have your group align itself with
another group. The nobles sometimes need adventurers to act as spies or
messengers so that they won't get caught doing the dirty work. The Mages' Guild
is always looking for apprentices. The Royal Army may be looking for recruits.
The tavern almost always needs guards, entertainers, and servers. All of these
ways will lead to adventure and if not, at least you'll get paid Believe it or not, most
of what the Plot Committee does is coordinate. Some things you will encounter on
a weekend are completely plot inventions, but quite a few actions are started by
players. The Plot Committee has been there to distribute threatening letters,
provide an NPC for a specific "discovery," or otherwise react to suggestions
from players, and players are always surprised when they discover that an
interesting plot twist was created by another player in-game! So make your own
plots - use your imagination!
Here are some suggestions of ways to get yourself known in town, involved in
plots, and earning game money:
Sell out-of-game items. For example, you can make some chainmail and sell it for
real money and game money. Or perhaps you have some old junk jewelry you want to
donate to NERO and sell as game jewelry for game money. If allowed by the
campsite, you may be able to sell food (or at least baked goods).
Sell in-game items such as potions, scrolls, alchemical solutions, and armor
repair. You can sell NERO weapons and armor for real money and game money.
Sell a service. Start a bodyguard's guild. Open a massage parlor and sell
backrubs. How about a funeral parlor? There's always a need for someone in town
to gather information and become the Town Sage.
Start a competitive guild. There is no reason why you can't start a second
armorsmith shop or alchemy guild or thieves' guild. How about an Adventurers'
Guild run as an employment agency where you can find adventures for other
players (for a fee of course!)?
Start a school. Every player needs other players to teach them skills they need.
Maybe you can train people in real skills as well as game skills. It is one
thing to teach someone the skill in-game Pick Locks but it is another thing
entirely to teach them out-of-game how to do it!
Blackmail somebody. We'll leave this idea to your own devices.
Become a "Robin Hood" stealing from the rich (Hey, compared to peasants, all
adventurers are rich.). You can decide later whether to give it to the poor.
Use your imagination! There's plenty of ways to get involved!
To be honest, it is hard to really pre-plan what you will be doing in the future
because the plot can go racing off in all sorts of unpredictable ways (just like
in real life), and the key is to remember that if something more interesting
comes along, don't be tied to your idea of what you want to do. Get your group together
on non-NERO weekends and run your own adventures for practice. If you want to
write an adventure module for your own group to have, that's fine - but it
cannot affect regular plot. In other words, your character can go on an
adventure where he gets 15 magic swords, becomes 33rd level, and rules the
world, but when he shows up on the next NERO adventure, none of it has happened.
("Gee, it was all a dream!") Go ahead, use our rules, we don't mind (as long as
you don't charge admission).
Your own in-game "modules" (for informational purposes only) can be performed
without NERO's approval and can be allowed in-game as affecting plot. For
example, if your group arranges a meeting with another group to discuss an
alliance, then that is perfectly allowable and encouraged. If you are an active
player, chances are some other player will eventually want to
kill/capture/arrest you. The "good guys" and the "bad guys" are always at odds,
and both sides have had their share of successes and failures.
If you decide to play the world's sneakiest assassin, understand that there will
be other players out to stop you. If you are the most honorable knight, there
will be dishonorable people out to put you in your place. Don't take it
personally and don't get upset if they get you. You'll just have to try harder
next time. If you fight unfairly,
refuse to count damage points against you, or argue constantly over every spell,
then two things could happen: (1) Everyone else will say "Well, if he's not
counting the damage I'm doing to him, then I won't count the damage he is doing
to me," and then no one is having any fun and (2) you will be reported to a
marshal who may bring disciplinary action against you. We have kicked out
cheaters in the past; don't think it won't happen to you. Bashing something/someone
may be good exercise but it may not always be the best way to get ahead in the
world. Not every problem can be solved by beating it into the ground.
If you are the world's best fighter but you don't care a bit about making a
believable character, acting appropriately to situations, or even wearing a
decent costume, you will never get very far in status in any NERO group.
Staying in character is the key. Don't make references to out-of-game
situations. Don't say "I just bought my second proficiency," say "I have been
training and can now do twice as much damage as I once could." If someone asks
your level (an out-of-game question since levels are not in-game), respond by
saying something like "Well, I can now cast 5th level spells, is that what you
are asking?" If you want to get ahead in NERO, you have to become your
character.
This point can't be overemphasized. New players who put some time and effort
into their costumes, try to constantly stay in character, and put a serious
concern into role-playing will find that it won't be long until the old-timers
will notice, perhaps hire them for a quest, take them on as bodyguards, or
otherwise get them involved. Then before they know it, they are in the thick of
things. This is not an exaggeration; ask any experienced player. There are many NERO
committees doing the work needed to make each event a memorable one. Every
person on these committees is there by virtue of being a dedicated volunteer who
has shown the needed abilities. Look around you at a weekend: the committees are
all around you, sharing the hassles and the fun. The only difference is that
they get tired before they miss a night's sleep.
The idea is simple: NERO is as much fun as it is (and as cheap as it is compared
with other such groups) because it depends on the work of volunteers.
Help set up an event or clean up after one. Hammer a few nails or paint
something for the Props Committee. Write and run a module or a weekend. Train to
become a marshal. You will meet dedicated NERO members this way, and many of
them will form an opinion of you that will carry into in-game situations.
Besides, the usual method of handling tedious preparation work is to bring up
old adventuring stories - exactly the thing you need to get the best advice!
Whether you start a legendary adventuring group, do brilliant work designing and
making props, or become a first-rate writer of modules and weekends, you are
what makes
Be A Monster Or Ten!
Set reasonable goals for your character
Learn the local food chain
Find a mentor.
Don't be afraid to ask questions!
Look For Adventure
Get information
Be smart about it.
To reiterate:
Don't assume everyone is your enemy
Organize Your Time
Start A Group
Write Your Own Plots
Have Your Own Adventures
Don't Whine!
Don't Cheat!
Remember That The "R" in NERO Stands For "Role-Playing."
If It Needs Help Doing, Help Do It!