Applying the
Rule of Cool
This rule is
not specific to Furcadia's "official" source
material and background (the "Furre!"/Dragonlands
game). It's usable in any Dream labelled "Cool1",
"Cool2," or "Cool3", to enhance that
Dream's own Continuity. Here are the principles of the Rule of
Cool:
1. Continuity.
A Continuity is a
"world" or "universe" or
"dimension". Every Roleplaying game has its own
Continuity, and what happens in one is not valid in another.
Every Continuity is independent of all the rest. Several
Dreams can share one Continuity, if its owners agree.
2. Acceptable
Character Types Are Limited
You agree to not
make up your own character classes, races, or major
traditions. The Rule of Cool isn't free-form RP, but rather,
playing in a shared world, with its own history already.
Surprises are great, and creativity is wonderful, but too much
can seriously hurt Roleplay.
3. The geography
is mostly established.
Under the Rule of
Cool, you agree not to invent IC locations outside of that
Continuity. In the Dragonlands, this means the Olde World,
Kasuria, and the Dragonlands. It's okay to make up the name of
a village but you couldn't just invent the name of a capital
city, because larger places already have names, for example,
the capital of Kasuria is Malgrave. The purpose of this is
to remove ownership of these places from the control of any
one Furre; established locations are shared parts of the
Continuity.
4. The Guiding
Theory of Roleplaying: ICA=ICC
The guiding theory
of Roleplay is this:
"In-Character Actions lead to In-Character
Consequences." This is abbreviated as "ICA=ICC".
It's considered very "uncool" to start a conflict
without facing up to its natural results, for example.
Suppose that Liago
the Lion throws his beer in the face of Grendilla, a powerful
warrior. Under the Consent Rule (Persona Play), Liago can
merrily run away or ignore it when Grendilla poses trying to
punch him or attacking Liago with his sword.
Under the Rule of
Cool, Liago is expected to respond to what Grendilla has
posed. Liago may not just walk out casually. If Liago
logs off (either by accident OR on purpose) Liago is expected
to re-schedule a time when all the characters involved can
meet and finish the brawl.
5. Show your
respect for other players, OOCly if not ICly.
To show respect
for the Continuity is to show respect for others. Your OOC
reputation as roleplayer is quite important, and if you don't
follow ICA=ICC, other players will very quickly spread that
info about you. On the other hand, things that encourage
others to RP with you are 1) speaking in character, 2) not
using abbreviations like "u" instead of
"you", 3) being careful to capitalize and punctuate,
etc., and 4) showing through your interactions that you're
aware of what the other characters are like. When you
multiworld, your ability to visualize the other character's
appearance in your head is EXTREMELY poor, and to all but the
most novice players, it shows. One of the easiest ways to show
disrespect is to lag for four minutes between poses while you
play another character in another scene. It might be just fine
in Persona Play; in RolePlaying it's disastrous.
Descriptions
As a fine point, any information that could not be guessed just
by looking at you, should not be in your description. If you
must put in OOC info, enclose it in parentheses. Under Persona
Play it's great to give people around you a helpful clue as to
how to interact with you but in RP-- they're on their own! Be
sure to leave out anything like the following:
A Roleplayed
conflict can be handled many different ways. Some are not
compatible with others, so, to avoid arguments, it's important
to agree to one style *before* a conflict arises. Everyone
actually has their own style, but to play in a large group,
everyone has to make small compromises, to play the way *enough*
other people happen to want to play. Here are detailed rules for
handling conflicts, divided up into three stages of
"seriousness", to accommodate the three most prevalent
philosophies of Roleplay under the different levels of Cool:
COOL
1
COOL
2
COOL 3
Frequently
Asked Questions About COOL
Cool
1
"Except for what the game world does
not permit, I control my character
almost completely."
This level of Cool keeps the
suspense, violence, and tragedy limited
to what you might see in a Saturday
morning adventure cartoon.
THE PHILOSOPHY OF COOL 1
At this level of Cool, the dominant philosophy is that this is
just a game, and that having fun is more important than being
true to the character's fictitious personality. Cool 1 players
may be expected to "Retcon"
more freely than higher levels of Cool in order to preserve the
Continuity:
The RETCON Rule
Retcon is short for 'RETroactive CONtinuity.' Sometimes a player makes a
mistake, for instance posing that they polish their sword when the sword was dropped
elsewhere earlier. The polite thing to do is for the player to make a quick OOC
announcement that the previous action didn't occur, and for other players to go on.
(Acknowledge the retcon with PRIVATE pages please.)
You can only Retcon something that just happened. You can only Retcon your
OWN actions. The purpose of a Retcon is not to explore a tree of
possibilities relying on different decisions or let a player make up for an action that results in
something they don't like. The purpose of a Retcon is to repair damaged
continuity as quickly and smoothly as possible. Retcons can't be used to "take back" an action with
a dice roll involved. Whether you succeed, fail or fumble, that action has
already taken place in the game's continuity.
CHARACTER SHEETS
You don't need an official character sheet, but at this level,
you agree not to invent IC locations without permission from the
one who owns the Continuity. (For now, it's on the honor system,
unless your Guild is keeping records for you.) You're still
expected to be familiar with what exists in the world (see The
Dragonlands)
OOC EXPLANATIONS
At Cool1, you can ask OOCly for explanations of IC events that
relate to *your* character. Examples:
-
"Why does your character want to attack mine?"
-
"Does your character secretly intend to backstab
me?"
-
Questions like "Are you a Vampfurre?"
are not allowed.
COMBAT
At Cool1, Combat is decided by OOC Paging.
At Cool 1, you can *NOT* die during an IC scene. Your character
can only die "offscreen" and "after the curtain
has gone down." Possible results of a fight include being
Injured, Unconscious, and Captured.
You can not be Injured/Captured/Unconscious, etc. without your
OOC consent. When you are somehow defeated in combat, your
character spends time away from "public" areas for at
least 4 RL days days. This keeps fights from being pointless
although nobody died.
CAPTIVITY
Captives may not be injured, or otherwise abused. There's just
no question here: A captive can be restrained and they can be
moved to a new location but they can not be injured or otherwise
abused. This is an OOC rule and you are expected to find an IC
reason why this is so. If you can't, don't take somebody
captive.
After 7 RL days, the Captive can choose to escape captivity
without RPing an escape attempt. It is just assumed that the
escape attempt was successful. To preserve Continuity, the
Captor and Captive must OOCly come up with the escape scenario
together.
"I
exist in the Continuity. I have partial
control of my character."
This
is the level of adventure you can
expect from a prime-time TV show or a PG movie.
CHARACTERS
Cool2 requires some kind of established background world. For
the default Dragonlands information, see the Dragonlands
Pages, and see Furre!
rules to make a Dragonlands character. This system is detailed,
and you can use the APPENDIX links to print out character
sheets.
(Currently, RP is on the "honor system" and you should
get with a Chartered RP Guild if you want anything more
"official" at the moment. Expect to see this system
implemented with code some time in the future, though! :)
OOC
EXPLANATIONS
OOC questions as could be asked in PersonaPlay and Cool1 are no
longer legal at this level or above. Do not /whisper questions
such as the following: "Why does your character want to
attack mine?" and "Does your character secretly intend
to backstab me?" "Are you a Vampfurre?"
If you need to know because you are using an ability/power on
somebody else, first pose your action (if it's visible). This is
called "committing to the action": Under Cool2, you
don't get the luxury of changing your mind about doing something
when you find out it won't work.
For
some actions, you'll still need to /whisper another Furre so
that you'll know what to pose. Here's an example:
/martinshaw (I am making a Greeting Rattle; only a vampfurre
can hear it; does your furre respond in kind?)
Kurry looks around the room silently...
MartinShaw's hackles rise but then he smiles charmingly.
(MartinShaw /whispers to Kurry, "Yes, I'm a vamp; I hiss
back...")
Kurry says, "Hmmm..."
***
OOCly MartinShaw's player would now know that Kurry was a
Vampfurre, even if MartinShaw was playing a mortal. The
previous example will be greatly improved when such actions
have been "coded", --but for now, you are trusted to
keep OOC information secret.
ALIGNMENT
Cool2 introduces the concept of "alignments". Furres
are "Lightside", "Neutral", or "Darkside"
by nature. You choose this when you create the character. (It
costs alot of experience points to change it.)
Not only do Furres have "alignments" but *places* do,
too. It's the nature of the Furcadia universe that beautiful
locations help "lightside" people to fight, while
frightening and ugly places make it harder. Conversely, the bad
guys ("darkside" characters) do better in the scary
areas, and do less well in the colorful cheery happy and
well-populated areas. The OOC owner of a Dream sets its
Alignment, on a scale from -3 to +3. (Mycroft's, for example, is
+3, while Harshlaw is -1.) (See the Furre! rules if you want
more details on this.)
COMBAT
UNDER COOL2
Combat is decided by using the Furre! combat rules. You may NOT
opt to avoid combat-- even if you did nothing to provoke the
other Furre. You can be hurt and, if rendered unconscious,
captured, without your OOC consent.
Under Cool2, you can only
be killed with your OOC consent.
There are three possible levels of injury: Injured, Heavily
Injured, and Near Death. (The fourth status you can be, of
course, is Uninjured.) To prevent "conflicts that don't
result in death" from being meaningless to the rest of the
Continuity, healing time is measured in real time. If your Furre
appears on a public RP map then they aren't in a safe place
resting and they don't heal.
At Cool2, both combatants roll d20, applying modifiers for the
location's Alignment. The highest roller is Winner and the
lowest is Defeated. Then Furres pose the combat results for the benefit
of others and each others.
"I
embrace my destiny, and I shall live like a hero in
a chaotic world."
Under
Cool3, your Furre may be killed without your
permission. The action is *still* limited to what is
"PG" but the flavor of the game can be
much more grim. This is the kind of action you might
expect in a horror movie.
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1.
What is "Cool"?
The
Rule of Cool is an advanced rule for those who want a shared
history and setting (called a Continuity), and a method of
resolving conflicts. The biggest difference between Persona
Players and Roleplayers is that Persona Players follow the
Consent Rule but Roleplayers play by a Rule of Cool.
There
are three levels of Cool, called Cool1, Cool2, and Cool3, with
1 being the easiest and 3 being the toughest. There are three
different levels because different players want different
levels of control, and these different levels *DEFINITELY*
don't mix well with each other.
2.
Where can I Roleplay?
Our
default Continuity, the Dragonlands, is open to any player who
has read the Dragonlands web page. This map is accessed by
going to the west end of Meovanni Village, to the door marked
"In Character Roleplay Only, Please." Anybody in
this area is expected to be a Roleplayer playing by the Rule
of Cool1, according to the Dragonlands web page and Chartered
Roleplaying Guild.
3.
Why would anybody want to give up control of their character?
The
higher a Continuity's Cool, the less control you have, but the
more prestige you get. This prestige comes from agreeing in
advance to make personal sacrifices for the sake of *drama*,
and for being willing to take the extra time and effort to
uphold the Continuity. Roleplaying makes you feel more like
you're sharing a world with others, and contributing in a
valid way.
There
ARE limits to what another player's character can do to yours:
Because Furcadia is a "PG-rated" game, patently
"adult" actions and storylines are not permitted.
That means there is no rape or torture in the Dragonlands
Continuity.
4.
Do I have to use dice?
Roleplaying
generally involves the use of dice for those actions that are
dramatically important. At Cool 1, you may use dice when you
feel it's appropriate. At Cools 2 and 3, you're expected to
use dice when skills or abilities (listed in Furre!) are
involved.
It
was once imagined that pure roleplaying wouldn't need dice but
the truth is, OOCly negotiated outcomes, especially in a
running conflict between the same players and characters, get
stale fast without dice. Online RP must be able to stay fresh
and interesting even when played 24 hours a day, 7 days a
week, for decades.
5.
Can two Chartered Guilds share a Continuity?
No,
they can't. An RP-oriented Guild includes both its "good
guys" and its "bad guys", with everyone in it
playing by the same rules. Somebody who refuses to play by the
rules will be kicked out of a Chartered Guild. If you are
kicked out of a Guild, you cease to exist in its Continuity,
so only one organization should have control of it.
To
avoid confusion, an in-character group that exists inside of a
Roleplaying Continuity is called a `Faction'. We avoid using
the word Guild to mean a specific guild, such as a mercenary company
or an adventurers' "coterie".
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