Dragonlands Furcadia (TM) and the Rule of Cool (TM) by Talzhemir

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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