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.

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.


    Rule of Cool
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