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Section I: Initial comments.

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The game master should know and understand the material in the general player's
section, and in addition the material in the game master's section.  Section V,
quests, describes quests which the game master may wish to incorporate into
play, and should not be read by players without the game master's consent.

The game master is the referee and the "everyone else", the one who designs
adventures and governs the pretend world play occurs in.

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Section II: Designing play

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There are several components which should shape play.  A proper mixture and
balance of these different elements, like a balanced diet, provides the most
enjoyable passage of time.

Role play, personal interaction, acting -- this is (especially) when characters
talk and do things in a way that shows their personality.  This is perhaps the
most central part of play; it is at least the one which this genre of game is
named after.  This lies more with the players than with the game master in that
it is something the players do; the game master's role here is just to
encourage and to provide opportunities conducive to good role play.  (Ergo, a
quest more robust than two riddles, a logic puzzle, three locked doors, and a
maze leading to a chest of gold.)

Challenge, problem solving, puzzles -- bring situations where players have to
think.  The key to keep in mind here is that it is not the game master versus
the players, but rather the game master providing puzzles that are difficult
but not insurmountable -- puzzles which will yield to thought and effort.  More
information is provided in section III, puzzles.

Skill use -- situations which bring into play the characters' skills.  Locks
for a scout to pick.  A wilderness trek for a woodsman's wilderness survival
skills.  A maze to map out.  Hidden doors to discover.  A quest which brings
characters into other lands and requires them to use an interpreter.  Et
cetera.

Word pictures and stories -- role playing is, in a sense, a narrative in the
second person, and one attribute of good literature is skillful and beautiful
use of words.  A description of situations which is beautiful and moving is
preferable to one which is dull and mechanical.

Divine action and intervention -- points where characters come into contact
with God.  Gifts of the Spirit at work.  A dream in which a character is warned
that he will be badly needed by far away friends.  A moving worship service.
An angel's appearance to give a party a quest.

Exploration and wonder -- a sense of penetration and discovery, venturing out
into the unknown, and a sense of surprise, is another color on the game
master's palette which is necessary to a good painting.

Rewards -- rewards of various sort can be worked in for good and successful
playing, and set after significant accomplishments.  Good role playing, and
puzzle solving, are in a sense their own rewards.  Other rewards include
experience (the characters becoming better at some skill or skills, or learning
new ones), Urvanovestilli devices, friendships and alliances, information, the
discovery of wonders...

Faith and morality -- Espiriticthus is a world where faith is a part of life
and life is a part of faith.  Sometimes the motion of God is plainly visible;
sometimes it takes more subtle forms, as in the book of Esther, where God is
not explicitly mentioned even once.  But God moves.  Faith, and moral virtue,
should be a part of the campaign -- the setting in which the adventurers move.

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Section III: Puzzles

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"It is the glory of God to conceal a matter, and the glory of kings to search
it out."

	Proverbs 25:2

The following are suggested examples of puzzles:

Riddles: These could be posed by a gatekeeper as a requisite to crossing a
bridge etc.; alternately, a door could have a riddle engraved on it, the answer
to which would tell where the key may be found, or what button to press, or...

Logic puzzles: See Raymond Smullyan, _The_Lady_or_the_Tiger?;_ a good library,
in that section, should have other books with other appropriate puzzles.

Mazes: twisty passages, secret doors...

Cryptogram: On this point, I would issue a strong warning, from personal  nbobi
experience, that the objective is *not* to protect information, but to    es"Ni
provide a puzzle which can be solved in a reasonable amount of time.      er"nt
Ergo, simple and relatively easy: substitution ciphers, something where   eeytl
the direction is reversed and the vowels are deleted, a creative          ntofe
rearrangement where "Ninety nine bottles of beer" becomes the contents of
the square to the right, a text where the first letter of each word spells out
the message, etc.  It is very easy to make something which is too hard and
frustrating to the players, but care and moderation should make something
enjoyable.

Word game: Give a text with one rather bizarre feature -- a void to perceive,
or an odd pattern -- which, when noticed, will be helpful to the party.

Strategy games: Something simple, but different.  Examples of such games may be
found among mathematical puzzle books in a library.

Spatial/three dimensional puzzles: Sokoban, various disassembly/reassembly
puzzles which may be found in shops, Towers of Hanoi...  if these can not be
acquired, it's not the end of the world, but they should add something.

Guess the rules: A very simple strategy game, with a (non-optimal) algorithm to
play against...  but the rules are not initially given, beyond a yes/no answer
to the question of, "Is this legal?"

Tesselation puzzles: Fit the pieces in place and/or assemble to make a certain
form.

(Explicit) mathematical problems: If there's a good way to put them in play,
math contest problems of the sort that can be found in books are a lot of fun
to solve.

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Section IV: Urvanovestilli devices, etc.

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Urvanovestilli devices may be very useful to players.  Devices may include
anything which could plausibly be made given a mind like that of Leonardo da
Vinci, finely machined gears, levers, springs, etc., and the dexterity of a
microsurgeon.  (Be creative.)  The price of devices should take into account
materials cost and amount of skill and labor; in general, they should be rather
expensive.

Sample devices include a sewing machine, a Swiss Army Knife, a hang glider, a
device which (when pulled along on a leash) leaves an ink trail on a floor to
indicate where players have been, a Babbage-style analytical engine, a
collapsible ladder, a spring loaded automatic belaying device which (once the
springs are pumped up) will shoot up a grappling hook and then automatically
pull in slack in a rope (until a certain button is pushed and held, at which
it will feed out rope at a slow rate (given over 50 pounds pull -- well below
the weight of any adventurer) and reset the springs)...

(Unacceptable devices would include a mechanical thinking person, a machine to
turn lead into gold, or something else which could not plausibly be made under
the technology parameters given.)

The Urvanovestilli also have a knowledge of chemistry which allows the creation
of many chemicals -- pyrotechnics, glues, acids, chemical (phosphorescent)
lights, and drugs being among the more useful to adventurers.  (Drugs, if
combined with the fruits of Yedidia herbalism, would be rougly on par with
what exists in the modern world -- for example, medicinal drugs would include
antibiotics, antishock drugs, etc., but would not include something to make a
third degree burn instantly heal -- only the gift of healing can do that).
Chemicals in general are expensive.  Hormones exist, but are prohibitively
expensive, as they can only be gathered in minute amounts each day at
butchers' shops, and require a degree of skill and labor to extract.  Much of
the more powerful drugs and hormones, as well as being extremely expensive,
have side effects or potential to backfire -- ergo, anabolic steroids having
the same problems as in real life, adrenaline speeding up reflexes, increasing
strength greatly, etc., but unpredictably causing either a fight or flight
reaction -- so a calm and controlled adventurer injected with adrenaline could
start running as fast as possible away from all danger.