∴ † ∴ Rules ∴ † ∴

Rule One - Realism

In character, physics and performance. Please, recall that your human and are not invincible. If you aren't human, you're still mortal. A rock to the skull is a rock to the skull, as is a forty story drop. It is not to say that boundaries cannot be bent and often broken, but it must be done within reason. Also, godmode... and prepare for a trip to the slaughter house...

Rule Two - Character

If you are applying for a happy, bouncy youth, please don't revert to the personality of a reclusive and aloof forty-year-old who lives at home with his abusive mother. There is nothing wrong with a character having ups and downs, but don't throw a bipolar teen who changes for the convinience of angst into the mix.

Rule Three - Battles

Again, recall that your characters are by no means Godlike. They will have their limits to straining their bodies, abilities and stamina. Eventually, they will either shut down or have to rest. Coming right out of a battle and running into a fresh enemy does not mean that they are mysteriously restored to full-strength; keep realism in mind. Regardless of how fast your character is, they cannot dodge every shot thrown at them. Even if you have high skill in an area, repitition will bring about fatigue. Abuse of healing items is banned. You may have them, but they are not unlimited, nor are they cure-alls. This isn't Final Fantasy; poitions don't seal up a gaping wound in your side. You have so many slots and you must keep track of which items you have with you. There are instances in which extra boosts of strength will surface, but the passion behind them must be justified. Please do not cheapen the art of battle by trying to be all-mighty.

Rule Four - Authority

Under the totalitarian rule of GMs and other high powers, other players will have no opinion. What is said is final. However... Democractic discussion is not completely out of the question. If there is a problem with a descision, issue with another player or anything in general, address the GM with it, and we will do our best to work it out to where everyone wins.

Rule Five - Posting

You will be scrupulous. You will remain at least somewhat in the realm of reality. You will not do one-liners. If you are not willing to write things considerably above fresh-off-the-farm role players who cannot manage more than "Walks in. 'Hello!'" then do not bother joining. Other members put thought and effort into their posts so you will get a good feel for the situation, character, and, frankly, so everyone is actually entertained. They should be able to expect that you will reply with the same level of courtesy. Make sure that everything is written in third person, past-tense, and that you post at least once every two days. The only acception to this is if you have a justifiable reason (i.e., you are going out of town, compy exploded, lost your fingers and have to type with your tongue). If you have a vision for a gargantuan-or even tiny, plot-twisting event, check it overbefore executing it to avoid being maimed if it goes foul.

Rule Six - Conduct

Basically, behave with maturity and consideration of other characters. None of the sideways tango/slash/pr0n/holy cripes, what are they doing with that?! action. You get the picture. Nothing that'll truamatize your grandma.

Rule Seven - Restrictions

There are few restrictions to what can be done in RPG, but a few barriers must be put up to avoid possible tumult. If you have malignant plans to kill off a character(s), please check off with that person and the game master first. You can't kill someone without their permission. If you do, it takes the fun out of the rpg. Also, any brilliant ideas for plot twists and such should be discussed with the GM before taking action so as not to upset the flow of the RPG. Basically, don't do anything stupid.

Powered by 110MB Hosting