Roleplaying
Guilds require setting up complicated rules, systems,
characterization, Continuity, and scenarios. The extra work involved
in Roleplaying pays off in that you tend to get a more interesting
experience, and it makes possible the use of character sheets, rules,
and dice, all of which are optional on Furcadia. We reserve the word
Roleplaying (note that it's capitalized) to mean playing in a
well-defined world ("Continuity"). RP takes a lot of
absorption of source material, familiarity with conventions of play.
RP is quite fragile; it's heavily disrupted by mentioning OOC things.
Because of this need for more control, there's a lot of Roleplaying in
Furcadia, but it tends to take place in private areas. Roleplay, even
in official areas, is never monitored by staff at this time.
Required
information for a Charter:
This form helps you
construct your Continuity. Charters are normally displayed publicly on
a Guild's web site. You will post this on a website and then send an
e-mail to
guildcharter@furcadia.com
with the url and e-mail addresses of the founding members.
1.
Guild’s Name:
2.
Webpage URL: Yes, you MUST have a Web site before your Guild can
be granted a Charter, if for no other reason than you'll need a place
to display your Charter.
3.
Guild E-mail contact: This can be a Rah e-mail or e-mail made just
for the Guild, but it’s required to post one e-mail on the page.
4.
Rah’s Furcadia Name: It's the Rah who's ultimately in charge.
The Rah owns the Guild's name, and the Rah can take the Guild down if
they so choose. It's the Rah who controls who is, or isn't a member,
and the Rah who should have control of the web site. The Rah can share
power according to the Guild's Charter but if there's any dispute, the
decision goes instantly back to the Rah.
5.
Taneests’ (Taneestas’) names: Two recommended. - Taneest, (Taneestas
for fems), are the ones who take over when the Rah cannot be there.
6.
Ten Founding members and their email addresses: This *is* a
necessary part of making the charter. Many people desire to be leaders
but to be honest, not everybody *can* be one. You may be sincere,
intelligent, honest, and willing to do hard work, but if you can't
gather this much support for your Guild, we have to refuse to grant
Charter. We also recommend that you consider granting your valuable
time and support to an existing Guild. Charter Members can help the
Rah make decisions when writing up a Charter. After this point,
though, they may or may not have any further influence. Charter
Members can also help the Guild grow, by listing it in their furre's
Description. These Email addresses can be sent in rather than posted
to the page. These must be legitimate players, not alts of other
members and we will check.
7.
Guild Dream title: We suggest you choose a name for your Guild
dream and make an alt with that name. Then you can use the alt to
upload the dream and have it labeled.
8.
Guild dream location: You can choose a spot on any upload map
except for inside the main building in Allegria. (Screenshot/Picture
suggested) After your Charter is granted, if someone blocks or uploads
in your spot, an Owsla may assist you in uploading your dream.
9.
How to Join: You can use any method for joining, including by
invitation only. Suggested join methods include free-join where anyone
can join by putting it in their desc, e-mail sent to the Rah, an
application form, or a formal apprenticeship.
10.
Your Guild's Continuity: (i.e. What is your guild about?) Are you
an orphange, a faerie land, vampires, etc. As much as we would like
for playgroups to be as large as possible, we don't recommend two or
more Guilds sharing one Continuity. Even if that Continuity is the
very, very simplest of Continuities, the point of a Chartered Guild is
to ensure that all players involved have agreed to play by the *same*
Charter. Chartered Guilds are OOC organizations and they contain both
the "good" guys and the "bad" guys.
11.
Style of play: Choose one:
-
Roleplay
using Furre! For character generation.
-
Roleplay
using you own special rules.
-
Roleplay
using Continuity and your Charter.
12.
Continuity's Tech Level: Each Tech Level includes all the things
possible in lower levels. It's a given that devices from the higher
level simply won't work in this Continuity. Note: You can create
graphics for any tech level using Furcadia’s patch support. Tech
Levels include:
-
Stone
Age [Tribal; nomadic. Flint archery/spears.]
-
Bronze
Age [Ancient Greek Age of Heroes. Walled cities. Coins.]
-
Iron
Age [Roman Empire. No steel.]
-
Medireview
[Castles & villages. Steel armor and crossbows possible.]
-
Renaissance
[Towns; guilds; colleges. Primitive gunpowder. Printing.]
-
Steam
[Industrial revolution. Gaslight. Good manners.]
-
Electric
[Radio, television. Cars. Small automatic weapons.]
-
Atomic
[The present day. Post-1940's. Computers.]
-
Cybernetic
[Neural Interfaces. Emotion/personality a choice. STL craft.]
-
Bioliberated
[Nanotech permits VERY unusual personforms. FTL travel.]
13.
Types of characters your Continuity supports: You can use any
species or characters you choose, but if you want to use a more
official continuity you will want to let furres know if these types of
characters are used: Vampfurres, Mages, Weres, Noblefurres,
Alchemists, QuarterPrimes, and Elvenfurres (Faeries). You will also
want to decide if you allow Potions, psionics (Psionics refers to all
abilities such as telekinesis, telepathy, empathy, strong intuition,
mind-reading, etc.), and Magic.
14.
Combat: You need to decide if you allow combat and if you do what
style is used. Suggestions for combat include:
-
Combat
is done by mutual OOC Consent and posing (freeform).
-
Combat
is done using the Furre! rules and online dice.
-
Combat
is done using our own special combat rules and online dice.
-
Combat
is only done on special occasions, using tourney Dreams.
-
or
Combat is done by rolling d10, with the highest roll winning.
15.
Backstory: Story of your Continuity, something to get furres
interested in you.
16.
Geography and Biome: You may decide to make it always winter in
your Guild dream or place it in the desert or on a mountaintop. Let
others know where your continuity takes place and what the land around
there is like.
17.
Magic Items: You may want to indicate special restricted slots for
major and minor magic items and weave them into your Continuity. Be
sure to indicate who has control over these items.
18.
Roleplay positions: You may want to indicate special characters in
your continuity that you are looking to be filled and heads for
factions. These could be things like good and evil champions, bards,
smiths, merchants, political leaders, clergy, secret service, etc.
Suggested
information: This information is not required for Charter
submission, but WILL make your
guild more attractive to Furres and thusly far more likely to be
successful.
19. Factions: This question is optional, but we encourage the
formation of IC groups within the Continuity. They can be mercenary
Guilds, noble family Houses, knightly Orders, bands of brigands, and
so forth. We recommend that the Rah devise four of them. As a
sacrifice for the greater good of the Continuity, the Charter may
forbid formation of new Factions without the Rah's approval, in order
to protect the existing ones.
20.
Character Sheets: Character sheets tell all about each individual
character in your Continuity. Players can fill out their own within
your Guidelines or you can create your own characters and ask for
furres to play them. You can create your own specifications according
to your Roleplay system or use the one in Furre!.
21.
Plot Assumptions: Some parts of a Continuity are not meant to
change. Some types of plots may be especially appropriate or
inappropriate for this Continuity. Please write a bit about your
Continuity's flavor and Plot Assumptions.
22.
OOC Areas: Since OOC (Out Of Character) discussion tends to
disrupt Roleplay so much, we suggest you decide how to handle OOC
talk. We have several suggestions for this. One is putting all OOC
talk inside of [brackets]. Another is to keep OOC discussion to
whispers only. Even if you choose one of these options or another, we
also suggest you set aside an area in your map or outside your maps
where the group can meet for OOC talk when RP is not in session or
planning is taking place. Indicating how you will handle this in your
Charter helps Roleplay flow smoothly.
23.
Guild Positions: These are suggested positions that are helpful to
have when forming and running a Guild. These are mostly OOC positions
and may not effect the roleplay inside the Guild.