Frequently Asked Questions 'Bout COOL
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 intended for any player
who has read and agreed to follow the
Dragonlands web page.
The "Goldwyn" Dream in Imaginarium is permanently open
to anybody who remains civil and IC there. They are
expected to Roleplay according to the Rule of Cool1,
and the Dragonlands web page.
If someone here doesn't play the way you want them to,
it's up to *you* to decide not to interact with them.
If this does not satisfy you, and you want something
more controlled, you should join a
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.
In Goldwyn and any other non-private areas, 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
to be no rape or torture in Goldwyn or in non-private areas.
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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