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:
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.
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.
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.
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.
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:
(Friends with: Corrie, Mark, CG DJ, and Dogmaster)
(vampire)
(Member of Club D2D)
(looking for a mate)
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
"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.
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 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.
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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.
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.
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.
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.
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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