An indepth look...
To go into further detail of the rules of Medieval Yore and to explain the spirit of the rules...
- No Kill/No Deathblows. This is here to keep the spirit of the story in the realm. It is not a matter of winning and loosing but more of story. It is courteous to discuss major changes of characters such as collarings, changing of nature, but essential in case of death. With that comes the idea that players without accounts and unregistered handles are not always temporary characters to be killed off. Placing a NPC in the name of an unregistered character would allow people to know that it is in fact a temporary character. It is not required that the NPC is there. It is an idea as to how to convey to others openly that the character can be killed off say if it was a character attacking another. Please don't assume that all unregistered characters can be killed for they are also included in the no kill rule. A death blow may vary with different races, creatures, characters. You might find where you did not know it was a death blow. This can hopefully be resolved by talking it out in the mailroom, a private chat room, ICQ, or other means. If you need to retrace back before the blow, we hope players do not hesitate to do so. Please keep it fun for all...including yourself.
- Post for post. The Medieval Yore realm is a place where this is the default type of play. Should all players in a private room agree to a three post scene, that is up to those involved. In open rooms, the play is to be post per post. The definition of post for post play here means making a post and waiting for a response from whom a post is made against. If a character would not have heard the approach, their response could state such and hence the next post of attack can be made. Not every move can be heard or seen in time to block and as players, we would need to have in mind our character's thoughts, speed, and capabilities in responding to a post made against the character. The game involves character's capabilities and should not be a matter of computer capabilities nor the speed of our connections.
Patience is a virtue they say. This place is a place for patience if there is any. There are other realms for fast posts where whomever posts first gets the hit. This realm is geared more for story. A place for epic battles where people can clash swords, range about the room with a flourish. It is also a place where those that do not have the quickest typing and the best connection speed can still display their creative mind for the story, intrigue. When you post an attack move, the response of the character you are attacking helps define what happens to the character, what happens in the area and in the battle. Each character has a history, their own defenses. In any interaction, this is true. If a monster is not affected by fire, to send a flame onto them would not affect them. And you should see this in their response which would let you maybe try in your next post cold or water. That is why when we aim our attacks, we cannot say that it was successful since we do not know for certain all the defenses of the character under attack. We all must keep in mind the history and the abilities of our characters. This is how abductions happen as well. If a character is deep in conversation, perhaps over the voices and distruption of arguments or deep thought they cannot hear someone walking as quiet as they can. Then again, what if the person has an enchanted item that warns them if another presence or a certain presence nears? Abductions are possible with post per post. And besting someone to take them to a lair can be quite interesting. If one is really familiar with the characters involved, opening fights or abductions with a three post probably could go smoothly for a sudden attack though realism might be difficult to portray.
- No God, Goddess, Demi-Gods, nor Deities. This rule is not truly aimed at specific characters but specific types of characters such as god characters, characters of god like powers, and characters whose main power is drawn from heaven, hell, abyss, nether, or other planes. If a character came around named Jesus Christ, some players might be offended. Such a character would be seen as drawing on powers of heaven and the divine. It does not matter what religion, but please respect others within here. The spirit of this rule is not just the possible offense taken, but also fair play. Since we are interested in adventures, stories, the fun of battle or emotional drama, god characters do not really fit in. These overly powerful characters turn a place into a win or lose environment instead of a story environment. God characters are not limited to big name religious figures but also any character that is invincible, a character that never loses. It is unrealistic and unfair. Whether or not it is a religious figure, if it is even a dragon or an elf that is invincible, has limitless powers, or cannot be injured by any blade ever forged, it is still a god character. Rulers of other planes are considered god characters. Weilding magic endlessly without toll or limit is also god like. Magic takes a toll on weilders, armor becomes dented eventually or worn perhaps, and even rocks can be broken. This is the spirit of the law...to put the invincible characters as outcast for it is not in the nature of this game. There needs to be more than only one weakness to a character. The realm will need to be able to have humans as well as monsters.
It also has arisen that some characters have their deity close to the motives behind them. This can still be played out. A person/charater might hear a voice they believe is the voice of their deity, guiding them...inspiring them. This is not the same as a deity sitting in the tavern conversing with the mortals. Also keep in mind that though your character might hear a voice which leads them to do the right thing or find an adventure does not mean that all the characters around HAVE to hear it. It might be the word of their god, or they might be insane as others might think. Perhaps it is a voice heard only by a couple of characters who are involved in the storyline, brothers of the faith. An item that a character believes is enchanted by their deity might just be enchanted. Perhaps there is a etheral being that is trying to start a war of faith and adds to the strength of one side by finding or enchanting items and giving them out. It also might be more fun to have adventures to obtain magical items instead of just being handed one. In any case, all of these are mere possibilities.
Dragons are another of debate. The realism of dragons are included in the debate as well. These creatures in most books are not shapeshifters, nor invincible...though powerful. The number of them cannot have been so grand if humans outlived them. They also could not have been all powerful if they were killed off by us. The difficulty dragons present in this particular realm would be to portray a dragon without breaking this rule of no characters of godly powers. The dragon would have to be mortal for the most part, and not weild magic neverending and without a toll. This is perhaps the toughest part of the rule.
With angels, demons, and devils, they cannot draw on the power of heaven or hell. In a sense it would make them to be only minor demons, characters that would not be very powerful at all in comparison to the most common versions of these races that have been played before.
- Five Day Abduction Limit. This rule is hopefully easily understandable. Not every player has the time to have several characters. Being a place to hopefully find fun for all, we would like to allow people to play. Everyone's time is precious just as much as the joy that we may find within the stories we share with one another. Please do not abduct a character without intending to actually roleplay out the capture. This rule is here so that those that do have only one character does not get abducted and find themselves forever held from roleplaying. The five days includes idle time. When you go to bed at night (or day), logging off, the five days are still continuing. Even if you skip a day because one or both players is not available, it still counts for if it did not count as part of the five days, abductions can leave a person waiting far too long especially if reality of every day life keeps one of the players from playing for an extended period of time. If both players decide to do longer than five days, that is your right. If the captive finds they do not wish to continue holding up their play after the five days, that is their right too even if it is that they had changed their mind but preferrably with notice to the captor(s) to enable them to assist with the release in a manner that flows with the story. Communication is essential and it is everyone's responsibility to try to message one another, not solely one or the other. We hope that this rule is not abused for it is here to help keep the adventure and excitment alive.
- That which starts in the realm stays in the realm unless agreed to otherwise. I hope we explained this rule well. We are concerned about realm crossing stories here. Realm crossing stories are not going to be prevented. It is the part of whether or not people are willing participants in this change of their stories. This realm has rules that we have set forth, rules that Beware does not have. If someone is accustomed to our style of play, they might be out of place in Beware where three posting is within the rules. Some of us choose Medieval Yore for the post per post rule where our connection speed does not prevent us from exciting play. If the players involved wish to cross the realm, then so be it. And you can bring a character that is from Beware here as long as the character is within the rules. Some may choose to have duplicates of their characters. We hope you understand though that should there be many bringing characters from other realms, the enemy of your duplicate, or even a friend with a long history between the characters might find themselves in front of your duplicate. This, we will not set any rules for or against. It is just something we are hoping to make you aware of.
- All rooms must have a means of escape. This might seem to be an odd rule to have. It is here for the sake of giving players the chance to escape if their character has the intelligence and capability to do so. Although it might seem hard to place in the room ways to escape, it is possible. If necessary, you could even place a riddle written on the wall with which a person could use to unlock the door or manacles. It gives interesting twists to the game, something to ponder upon. If you need help with coming up with escape possiblities for a room, perhaps we can all aid in a brainstorm with you.
Limiting the types of magics might seem harsh to include in here to some. It does present a new obstacle for the evil characters on how to control things in their lair. The reality of it though is that there is only so much one can control. It is a matter of we are not all powerful or omnipotent. This also does leave area where it may be possible for your captive to escape. Escape is not the end of the game. Perhaps it is just a new challenge... To capture them again if you need to.
- Magic must be kept within reasonable means. This is a land of mortals. Mortals do not have endless supplies of energy to send into a spell and hence, an extremely powerful spell might endanger the life of the caster. By the rule of no deities, one cannot draw upon the powers of heaven, nor hell, nor any other planes. This means no hellfire and no divine intervention. It also means a character does not have endless supplies of energy to use to cast magic.
Strong spells are complex. Every weapon has a drawback and the drawback of a strong spell is that it requires time to cast the spell. The stronger the spell, the longer it takes to cast it. During that time, the caster is vulnerable for they have to have a certain amount of concentration. The amount of time required gives the opponent time to react and try to interrupt the casting. More than one post should be the method used to show this, allowing the opponent this time unless the opponent is given the opportunity to make more movement within the one post that would compensate. This would be more difficult for it would not show what kind of damage is occuring from each action and hence, additional posts for casting a spell is preferrable.
Magic will also need to be cast by a character in their true form. The true form is the form they were born in, made in, the form that they have without the draw of energy to keep them in that form. Transforming a being is considered magic and since there is a limit of how much energy that one can put into magic being mortal, it limits how much magic one can do. Casting magic would be difficult to do while maintaining the magic of a different form. If the altered form is not being maintained by the character casting, magic can be done.
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01/20/02