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Step 1: Take Notes
This is the beginning tool. If the GM asks another player to take notes, then
don't worry. He can't place the blame. If that player starts copying down
everything as it occurs, without a GM's permission, WATCH OUT! I do it
because I don't feel like reciting the game by memory when I tell my friends
about the day's campaign. (Believe that if you like. Chances are I won't be
roleplaying with you, so if you find my alibi unconvincing, you can piss off.)
But if a player starts to take notes, he doesn't give away his intentions until
asked. Keep in mind, it does sound rude when you say to another player in
the middle of a game, "By the way, WHY are you recording everything that
happens?" That is why most people keep their mouths shut.
This purpose is easy though. If anything goes wrong, it will be in his records,
so he can downgrade any other player's status. The moment your character
royally screws up, you will never live it down. At this point, after a few games,
something will come up, and everyone will be reminded of when YOU blew
the entire campaign.
When that happens, there is nothing you can do to defend your character,
since the note-taker will specifically continue hounding you. Unfortunately, he
only needs to do it once, mainly because the rest of the party will join in
complaining about your blunders. The campaign will be postponed from
between 5 to 30 minutes. No matter what you say, no matter what other
heroic
duties you may perform, you are marked for life. Head down to the local
blacksmiths and get "FAILURE" branded on your forehead.
That's one player down, and the others will fall sooner or later. But, when
someone else is in the dumps, you will always be in the mob to downgrade
him. Human psychology shows that when one person is in a mental state of
depression or regret, the act of making another person feel lower than you
causes comfort and contentment.
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