What You Control As a player, you have total control over the intentions and attempted actions of your particular character. You are playing the role of that character, like an actor in a movie or play. You do not necessarily control the results of your character’s actions. Just as in real life, you may or may not succeed at what you try, and things may or may not turn out like you intended.
The GM controls the world outside of your character and those of your fellow players. It’s up to the GM to determine what happens to you and around you, with the help of the Legends rules. Not only are you entering the Legends world, but the world created by your GM. The GM is in charge - when things are uncertain or a rule seems unclear, the GM always has the final say in what happens.
To have your character do something, simply tell the GM what you’re attempting to do. If there are dice to be rolled or other rules to follow, they will let you know.
What is Covered When the game is going on, there will be a huge difference between real-life time and in-game time. Just like in a movie or novel, your RPG group will spend more time on things that are the most interesting, relevant, or challenging. A battle lasting under a minute in the Legends world may take over an hour of real-life time to play through. Likewise, an uneventful 5-day road trip may be over in just a few real-life words.
As a player, this means you should expect to spend more effort on things important to your party’s goals. Simply saying “I sell my extra loot at the shop” may be sufficient for typical selling, and you won’t even need to say anything about your character doing completely ordinary things like ordering lunch or asking about the bathroom. But if you happen to run across an important conversation, be ready to think about exactly what your character would say.
Player & Character There is an important difference between you and your character (although, for brevity's sake, the rules often just refer to "you"). You are playing that character, but they are not actually you. This is important in a few different ways:Metagaming It’s against the whole concept of an RPG to use something learned solely out-of-character to determine your actions in-character. It's alright to ask out-of-character if another player's nearby character is (for example) injured or fatigued, as this would be obvious to your in-character senses. On the other hand, if two player characters are having a private conversation in an entirely different in-game location from your character, you’ll probably hear that conversation in real life. However, you can’t use information from that conversation to help your character, as they didn’t actually hear it. Using out-of-game info to determine in-game actions is called metagaming, and it ruins the whole point of roleplaying.
To help keep people from even accidentally metagaming, as well as enhancing the suspense, the GM may take measures in real-life to reflect what’s going on in-game. For example, the GM might take players into a different room for their characters’ private conversations, or pass private notes to reveal information to certain players.
Player Styles The difference between you and your character doesn’t mean that your character can’t be similar to you. Some players enjoy thinking “what would I do in this situation?” As long as there’s no metagaming, there’s nothing wrong with playing “as yourself.”
Of course, keep in mind that there are other players who enjoy creating an entirely separate character with their own personality and motivations. These players like to think “what would they do in this situation?” They will often talk about their characters in the third person, and sometimes laugh at how different they are from themselves. Still other players don’t really care about any of this, and just enjoy making a powerful character and succeeding in the game.
Since there are so many kinds of players, don’t take personal offense when characters disagree! It’s just a game, and they’re just fictional characters. In-character conflict is simply part of the drama that makes RPGs so entertaining, but out-of-character conflict can ruin the fun.
House Rules Even this rulebook cannot cover every circumstance your characters will encounter. It’s always up to the GM how your characters’ intended actions play out. Additionally, your group may need to establish house rules, which are extra rules not contained in this rulebook, but that your group agrees to follow. Examples of issues that sometimes need house rules include:
-When someone rolls a die and it falls off the table, does it need to be re-rolled, or does it count wherever it lands?