ecco invece sosa si legge già nella terza edizione dei primi anni '80 ecco comparire nei fatti la proto S0 anche quì
The Gamemaster
The RuneQuest gamemaster has the
immense responsibility and delight of
preparing the game situation and of playing
it without bias. Initially, you might
simply set up a lair of some hostile
monsters or bandits, and then play them
against the player-characters. It is the
gamemaster's duty to make the opposition
smart and mean, or there will be little
challenge for the adventurers, and their
players will be bored. But you must be
just: refrain from arbitrary decisions
against the players even though you may
be frustrated if they out-fight, outwit, or
out-guess your creations in the end.
As you progress as a gamemaster, you
may create elaborate worlds in which the
players' adventurers scheme, fight, parley,
live, and die. RuneQuest is a very flexible
game system; gamemasters can use its
mechanics in many different fantasy
universes. But these worlds must be
exciting and interesting, or the players will
abandon them.
The Player
As a player, your first duty is to play
within the limits of the characters you
generate. Even though you are a
chemistry major, for instance, your
shepherd character cannot (without learning
or training) stroll to a game world
village and open an alchemy shop.
Operating within your adventurers'
limits will challenge your imagination.
How well you act out the roles you create
defines how well you roleplay, the
ultimate enjoyment which this art form
affords. Real roleplaying-clothing a few
numbers with imagination -is as demanding
and as satisfying as any dramatic art,
and should be approached with playful
seriousness.
Like anything else, roleplaying is easier
after doing it a few times. Always have
some idea of your character before you
start, but also allow new events in his or
her game life to help shape the character's
personality. Allow yourself to play different
roles for different characters.
Cooperation and Competition
Gaming is social. If you want to use your
imagination by youself, you can read a
book. But if you want to experience and
share in the world of living fantasy, play
RuneQuest. Be forewarned: when a
number of people get together
cooperatively, they can create a communal
fantasy far more interesting and
imaginative than could any one person.
Cooperation is essential to enjoyable
roleplaying games, for the participants
work together for a common goal -overcoming
opponents, or a hostile setting
. controlled by an impartial gamemaster.
For instance, a party of adventurers will
not survive against a batch of monsters if
they are not willing to aid each other,
heal each other, and guard each other.
You can play a back-stabbing thief, but if
everyone plays that sort of character, then
there will be no incentive to play
together. There must be honor even
among thieves, so far as gaming goes.
Players too must work together. Don't
harass other players who have bad luck.
If you know something appropriate to a
situation, share it gently, not with
disparaging remarks. Leave personal
animosities out of the game.
There also needs to be cooperation between
players and gamemaster. Though
the gamemaster creates the world and
manipulates its details, it's also true that
the game remains a game for him as well,
and that he likes to have fun playing too.
Players should pit their ingenuity against
the game world, not the gamemaster.
The gamemaster should be interested in
his players' opinions on game matters.
and the players should debate rules questions
and play opportunities with him.
Gamemaster decisions are final. and
players must be willing to take losses if
the gamemaster sticks to his ruling. All
the same, strive to work out questions by
discussion. Both players and gamemaster
should be willing to change their minds if
necessary, and occasionally adiust the
game to the situation at hand.
È interessante notare che si dalla fine degli anni '70 si è capito che il GDR deve appoggiarsi al giudizio umano, più o meno estemporaneo e che per comodità viene affidato al DM (i giocatori chiedono il DM decide)
Dopo i primordi subito prende piede questa consapevolezza, ovvero che i regolamenti come sono restano insoddisfacenti a risolvere queste dinamiche di gioco e che bene o male sfoceranno sul sociale, infatti consigliano di non prendersela di avere distacco se il PG muore e al DM di non accanirsi pena il deteriorarsi del benessere del gruppo.
Quindi è evidente che si era consapevoli già del problema nei primi anni 80, e strano però che ci siano voluti più di 10 anni per affrontarlo in modo sitematico
