 |
| Quick Start Guide |
Welcome to ToM.
The Player's Handbook is intended to get you started participating in our
community and playing the game. But, if you don't want to read through the whole
thing, at least read the next section. The Quick Start will highlight
the most vital parts of ToM to help you get started in just a few minutes.
Veterans of collaborative fiction or forums style role-playing sites may find
this section easiest to get accustomed to the peculiarities of participating in
ToM, while courageous newcomers can delve right in to our game world. Other
useful guides to game concepts can be found deeper into the handbook as well as
throughout our site. One particularly useful section I'd like to direct you to
is our information on Time under Chapter 3 - Game Concepts.
If you are still confused after reading this, please join moderators and players
in the Chat Room (registration required), or look around in the Question &
Answer Forum, where Player Advisors, Moderators, and other Players can answer your
questions, or point you in the direction of useful resources.
The World & Short History of ToM
Almost four generations ago the world was a place of wonders and marvels.
Peace reigned and such things as war, violence, hunger, and hate were concepts
not even used in entertainment. With a combination of wondrous technology
powered by the great universal force called "The One Power" men and woman called
Servants of All protected and guided the world through
the changes which brought mankind to greater and greater levels of self.
This age, called the First Age by some, is known now as the Age of Legends...
legends because many in the world in which your character now lives have a hard time
believing such a time could have existed at all.
But the Age did exist and what brought about it's end is in question.
All that is known is that slowly the world realized things were changing.
It was easier to hate, easier to hurt, easier to steal, to lie... and to kill.
And as that dark force, known as the Shadow, grew in the world things became
increasingly desperate. Some whisper that the growing evil was a result of
something the Servants of All did in search of more power (some would say an
accident and others say a result of their greed.) But whatever the cause,
the Servants would not sit by idly as the world they swore to protect suffered.
It's commonly believed that a force of Servants using the method of channeling "The One Power" called
Spring went out to face off against the source of the Shadow... the Dark One.
The results were bittersweet. The Dark One was bound away from the world
with their power so that it's shadow could not taint the people and world so
directly any more. But alas, the very path of Spring got tainted and all who
would use it were cursed to spiral eventually into madness and commit horrible
deeds with the power at their finger tips.
For those who faced the Dark One personally, the madness
took full hold instantly and thusly at least 100 (the true number is unknown,
100 is simply the number used commonly in stories by Gleemen) mad men and women, full of the
power to destroy worlds, were unleashed on an unsuspecting and unprepared world.
Mountains crumbled, seas were dried to deserts, fire erupted from the sky and
blood rained upon the lands as millions died and all the great things of the Age
of Legends were torn asunder by those who had tried to protect it.
Seven generations passed as men and women who used the method of channeling
"The One Power" called Oneness (the untainted half of the Source of the One Power)
fought their once brothers and sisters along side the normal people. From one
end of the world to the other the war raged. No where was safe. Yet
finally, slowly, the world began to calm and men and women began coming together
again to build homes, hopes, and dreams of something more. The danger is
not over, though... not by a long shot... but, the greatest threat seems to have passed
with the deaths of the first generation of insane Channelers.
Still, the world is a deadly place. Men and woman rarely if ever find
themselves able to trust each other, fear is as common as leaves in a forest and
evil still runs rampant and unchecked... if not so bad as it once had been
before the sealing away of the Dark One. Men, women, and children suffer
and seemingly there is no hope to an end of it all in sight. The great
minds of seven generations ago are dead and the world is in it's infancy once
more.
No more than 25 In Character years ago - at the beginning of our web site's
timeline of recent history - an individual found a relic of great power ... an
object created in Ages ancient and long forgotten to preserve hope in the world
in its most desperate moments. A long steady note was blown from a magical
horn and the heroes of old were roused from their graves to return to the world
of man.
But not as themselves... instead, as our characters. YOU
and your fellow players are great heroes reborn and the world needs you
now! Will you help... or hinder the change as it comes? Will you
serve the Light and good... or the Shadow and the Dark One hoping to free him in
the promise of dark untold powers? Will you build great kingdoms or
enslave the world to your will? The choice is yours... Light or Shadow,
Hero or Villain.
WELCOME TO THE TIME OF MADNESS!
What is playing by post or "Forum Style" Role-play
--------------------------------------------------------------------------------
Playing by post or Forum Style RP (FSP) is a system where players
post the actions of their characters into a forum, and write in reaction to
other players, and the setting. The results of various stories created by you
and your friends is then determined by you and all the other players together as a collaborative
effort.
In the ToM, you play the role of a character (role-play) that you
define and create. Players interact over message forums using the medium of text
in writing expressive prose to describe what their characters think, feel and
act. Interacting with fellow characters and an environment which is defined by
the Administrators of this website and member's contributions, a
broader story emerges that outlines your character's experiences within the
world of ToM.
Players control the actions of their characters, and can also
determine the consequences of those actions within limits of balance and realism.
Players also can create locations, non player characters (NPCs), and expository
descriptions of the world around them to add to the depth and immersion in ToM.
Site Administrators, Assistant Site Admins, and Org Leaders are responsible for
taking the contributions from players and adding it to ToM's semi-permanent
setting and dynamic atmosphere. Unlike traditional table-top role playing games,
ToM uses no dice or truly random elements and statistics tables are used only to
promote excitement of watching your character grow and knowing personally what they are
realistically able to do. As creators of the website we believe that random luck should be replaced by
imagination and creativity.
If you have questions about this you can post that question
on this board:
TOM Role-Playing
Q&A
How to get started playing in ToM
Enough background. You want to get into ToM and start enjoying the game. Here's
a step by step list of what to do with references to some other useful places in
the Player's Handbook.
1. Explore the Web Site
The ToM web site is a huge web site, containing In Character (IC)
materials chronicling the evolution of a fantasy world that is based off many exciting and plentiful
fantasy settings created by various authors. Familiarize
yourself with the layout of the web site: learn the location and function of
prominent navigational buttons, read through the game world information sections, and take a look at a few posts and threads on the
message boards. You should gain an understanding of the current playable types
of characters and their abilities, as well as an overall perspective on the world of ToM
and its extensive background.
2. Register & Create a Character
If you have not yet created an ToM account, click on the "Register" button. You will
be presented with a brief questionnaire about your age and acceptance of certain
terms and conditions. Please read through this carefully and answer truthfully. ToM's
user registration form also doubles as a fully functional character registration
form which is changeable and updateable under your User Control Panel (CP) under your User Profile.
Your User Name will be the name of the character that is displayed to
everyone else when you post, so be certain to select a name that is appropriate
for the genre of fantasy role playing (see: Chapter 1 – Character Naming). Enter your e-mail address correctly, as you will be required to verify
it. Finally, you will be presented with a listing of inventory, skills and
background information as well as a blank area for your statistics. Each field
has a special meaning, and it is important that you only enter starting
information that is accurate for your character.
To start with your character will be what is called a "Commoner"
and you will be a part of that Organization which is the home for all characters
who do not belong to the four Heroic organizations of our site (Servants of All,
Warders, Aiel and Children of the Light). All members start at the Commoners
Organization to get the feel for the site and to create a solid foundation for
their character. This not only builds the basis for our world but also allows
experiencing it before locking themselves into one group over another that might
be better suited to their character.
You must post at least 100 posts as a Commoner before you can join
one of the other Organizations. Of course, you're welcome to stay a
Commoner if you like. Many players do. Commoners are the foundation
of the world and without them the site would be VERY dull indeed. Once you know
ToM a little better, there may be possibilities to play a Non-Player character of
even a type which aren't normally allowed. But to begin with you'll be playing a
human whose life up until the start of the game hasn't been entirely too
remarkable.
If you have questions about this you can post that question
on this board:
TOM Role-Playing
Q&A
3. Posting your Biography
All characters in the World of ToM are required to not only have a copy of their
characters in their profile (which they fill out at registration or at a later
date) and to keep that up to date as they go along playing... but they are also
to post a copy of their history and stats to our "biography board" on the forums
for officially approval and to be filed away for later reference. Please
see our character creation section for more guidelines on what is and is not
acceptable in a biography. Once your biography has been approved it will
be moved to an archives board. As your character completes training, time
at the site, etc which will allow him/her to grow in knowledge and power (see:
Chapter 2) additional posts will be added to the thread (your bio in the
archives) which will note your progress and your stats will be updated at that time as you see fit or as training
allows.
If you have questions about this you can post that question on this board:
TOM Role-Playing
Q&A
4. Starting RP Idea 1: Introduce Yourself
Make your character's debut into the world of ToM by posting your first posts in
your newly selected home city. To participate in ToM, you must post using the
third person, or what is called past tense (see. Chapter 4 - Storytelling). As a player in ToM,
you are free to post new threads that set up what your character is doing,
thinking or feeling as a way to encourage others to join you. You can also post
a reply to an existing thread that features characters already interacting. You
will want to introduce your character in a plausible and realistic way however,
explaining why he or she is there and what he or she is doing. Often, the best
way to get started is to simply practice socializing with other characters. Find
the local tavern or inn, courtyard or town square, and begin talking to others.
Also, use the out of character boards to plan out and arrange scenes with other
characters. Many times knowing what you want to occur (example: I
want my character to get into a bar fight and get arrested) is a good way to
spring board into an rp with others. You could simply post to an Out
of Character (ooc) board and ask "Does anyone want to play out a
bar fight and get arrested? Does anyone want to arrest us?" and you'll
likely find others who want to take part too.
If you have questions about this you can post that question
on this board:
TOM Role-Playing
Q&A
5. Starting RP Idea 2: Peruse the Shops, Taverns, and Other Player
Created Places
Each city in the World of ToM has it's own brand of commerce and players as
commoners are encouraged to create their own trade shops and businesses for
players who are already taking part in other orgs to enjoy (as well as other
commoners!) and one day enjoy the work of others as well. Visit the local
businesses and take a look at
what is available. Like all new characters, you start out with a small sum of money
(see. Chapter 2), and can use this to purchase some tools, needed things,
&
equipment. This is a great way to put your foot into the door, so to
speak, when rp'ing with others. Consider what your character might want to do in life and shop
accordingly. If you are unsure of what your character may wish to do in the
future (after your own 100 posts), take this
opportunity to speak with shop keepers and fellow patrons to learn about things
going on in your town and around the world. Likely you're bound to stumble
upon something fun to do in the near future. Remember to buy some food and find
a place to sleep for the night; usually, the local inn will suffice... another
great place to socialize and get to know other characters!
If you have questions about this you can post that question
on this board:
TOM Role-Playing
Q&A
6. Starting RP Idea 3: Wander the City
As an Out of Characterly (oocly) new resident of your city, you will want to learn about what the
world has to offer someone like your character. Visit the local government offices
(if there is any) and
strike up a conversation with public officials (who have different titles city
to city, see our city pages for more information)... some are NPCs and you might
have to ask someone to play this person(s) for you but, this is a great way to
interact with players and let them get to know who you are. Find the local
guilds (if there are any) and inquire about membership, or talk to travelers and
outlanders in your home city and see what's going on in the outside world that
they know of. With any luck, you may find some activities that pique your
character's interest and before you know it you'll be off adventuring!
If you have questions about this you can post that question
on this board:
TOM Role-Playing
Q&A
7. Starting RP Idea 4: Fight a Monster... or a reasonable facsimile.
While within the walls of cities there is general safety and tranquility, the
wilderness of the world of ToM (called the Broken Lands) is rather perilous and plagued with beasts
of normal types (Lions, Bears, badgers, etc) and the occasional twisted shadow creature
(see Chapter 3). While no starting character is going to do well against
really large challenges (as they haven't yet been fully trained to handle weapons and
combat) sometimes losing in a battle can be an ever more powerful tool to
shaping the life of a character than winning. Though all styles of
characters are encouraged and supported in ToM, given the hostile nature of its
ever changing landscape it behooves all characters (save for the those following
the way of the leaf, see Chapter 3) to be able to defend
themselves and their rights or travel in parties where someone always covers
your back.
If you have questions about this you can post that question
on this board:
TOM Role-Playing
Q&A
8. Starting RP Idea 5: Find a Job... if you don't already have one & work
You have probably noticed by now that doing things in the World of ToM will cost
your character money or objects in trade to other pcs and npcs, and as a result, you will need to find ways to replenish
your funds should you hope to improve upon your character's situation. It is time to
consider what your character may want to do to start earning money. After
all, even training to get the skills enough to join an org can cost money! In the
beginning, your character will be relatively unskilled and will likely have to
settle for menial work or odd tasks or at least apprentice to a professional. As you improve upon your skills and
abilities, more options for employment will undoubtedly present themselves.
Maybe you could even eventually open your own business and remain with the
commoners creating your own storylines in your chosen city. For
now, try finding work being an assistant in one of the local establishments in
your home city.
If you have questions about this you can post that question
on this board:
TOM Role-Playing
Q&A
9. Find a Calling
In ToM, there is no way to “win” or “solve”the game; ToM is a never-ending
adventure (think of it like a fantasy setting soap opera... every story leads to
another story with no end.) wherein characters live out their existences amidst the rich backdrop
of high fantasy, powerful magic and wondrous adventure. The question is,
what role will you play in that world's future? Will she be a rogue or scoundrel, or an upstanding member
of the cities? Will she be a scholar or academic, or perhaps a practical
adventurer or treasure-hunter? The limits of what your character can do are
defined only by your imagination. If you can envision it, and if it can be realistically done within the context of the game world, then it is possible.
If you have questions about this you can post that question
on this board:
TOM Role-Playing
Q&A
10.
Continuing Education
Now that you have delved into ToM, you can consider learning more about the intricacies
of game play and proceed onward to the other sections of this handbook. The
difference between an average player and an excellent writer is often defined by
how much one knows about the game world and its rules, so be sure to check out
parts of the extensive website resources and don't hesitate to join in discussions on
the out of character forums. Also, make sure to read the rest of the Player Handbook and the
Membership
Guide for all
information on out of character rules, game play mechanics, policies and
procedures, and the like.
|
| Chapter 1 - Introduction to ToM |
Some commonly used abbreviations in ToM and this guide include: PC for
Player Character (ie: your character); NPC for Non Player Character (ie:
characters used to promote a storyline with a defined start and end date for
coming into and leaving the game, belonging to no one single person and usable
in all people's rps); IC for In Character (referencing your character and
his/her world, not you); and, OOC for Out of Character (meaning you, not
your character.)
-------
Getting Started in ToM
People are attracted to ToM for a variety of reasons. ToM is for creative
writers and fans of fantasy books alike, as it is an open fertile
playground to explore the imagination and not confined to the design of any one
author's world. ToM is for world-builders, as its environment is an immersive,
in-depth, detailed simulation of an ever-changing, evolving reality with unique
organizations, realistic institutions and active individuals. ToM is for roleplayers, as participants
create a fictional character and assume the role of it by writing stories from
the character's perspective. Ultimately, ToM is for everyone, as it is a
community open to anyone with diverse perspectives and creative urges.
The Whole Picture
Players in ToM create a fictional persona – their player character – and
interact with other players. Narrative prose is commonly written and told in third person perfect (past tense),
eg. "She mounted her horse", but other ways of expression and experimentation
are of course also welcomed.
The players tell the story of their character's fictional life, amidst the
backdrop of the incredibly immersive, highly detailed fictional world
collaboratively developed by everyone participating. Players tell the story of
their characters by writing about them, how they interact and compete with
others, the challenges they face, and ultimately how they overcome or succumb to
these challenges. All action takes place on forums, each separate board
representing a specific city or location in the fictional game world, which is
maintained by Administrators, Assistant Administrators and Organization Leaders
(Hereafter called: Staff) who keep the environment coherent and the
atmosphere fluid.
Player characters must contend with fellow player characters, and with the
inhabitants of the game world, the Non- Player Characters, who are controlled
both by The Staff and players alike. While the Staff will provide help in
creating unpredictable reactions and consequences from the game world, players
are the key actors – the protagonist heroes and antagonist villains – in the
ongoing epic of ToM and its never-ending history and journey toward an unknown
future.
So shortly, the Administrators have created the world's history, but the
players determine where the world goes from there.
1. Character Names
Character Naming Policy
Character names in ToM should reflect the genre of the game and the regional
naming cultures of ToM world. Original fantasy names that follow the formula of
each region are desired. The following guidelines apply both to first names and
to surnames, and also to the combination of first name and surname. It should be
noted that characters need not have a surname, and first name-only characters
are perfectly acceptable.
To play it safe, consult our Wiki and it's long list of names. You most
likely will find an appropriate name for your character from there. If you
however desire to create a name of your own, provide the Staff proof that your
name fits the formula of the region's naming culture and does not violate the
naming rules.
The following types of names are unacceptable and are listed in order from
the worst to the least offensive:
- Common words and phrases that would not be found in the place and time
setting of the game (e.g. Switchblade, Phaser, Toaster, Cannabis, Anyone). This includes references to drug substances or drug
related paraphernalia.
- Vile, profane, rude, or racist names including common swear words,
anatomical references, racial slurs, and homonyms of these words.
- Combinations of words that produce an offensive result (e.g. Ura bas'
Tard).
- Names of religious, occult, or significant historic origin (e.g. Jesus,
Allah, Satan, Stalin).
- Copyrighted or trademarked names of products, characters, services, or
concepts (e.g. Harry Potter, Frodo Baggins).
- Non-fantasy oriented names from popular media. These names can be either
fictional (e.g. Darth Vader) or non-fictional (e.g. George Bush)
- Proper names from ToM (e.g. Camaria, Aegea). This also includes the
first and last (i.e., complete) name of any significant ToM NPC.
- The real names or pseudonyms of Staff Members. (e.g. DeAnna, Dee,
Telcia, Arette, Reetta,
Randy, etc).
- Names chosen with the intent or possessed with the effect of harming the
reputation of a player or game moderator.
- Names containing titles within them, such as, but not limited to: The,
Lord, Lady, Master, King, Knight, Sir, Father, Chosen, Dread, etc.
- Names that contain sentences (Ikilltrollocs), phrases (Backend), or two
or more words that do not form descriptive compound words (Petcarbob,
Diediedie and Tablechair). Descriptive compound words are allowed in first
names and are encouraged in surnames (e.g. Treehugger, Giantslayer).
Descriptive compound words (each separate part of the word and the entire
word) must otherwise adhere to all other naming rules.
- Fantasy-oriented names that are easily recognized from popular existing
media and do not fit ToM naming cultures (e.g. Drizzt do'Urden, Galadriel
and other elven names).
- Names where the combination of the first and last name form a phrase or
violate a previous rule (e.g. Crymea River, Bran Muffin, Story Thyme)
For all of the above, misspellings and alternative spellings of the word
or words are also unacceptable. If a name is found to be in violation of any of
the above polices, a Staff member will then use the following
process:
For creating a name that violates guideline 1-3 a Staff member may delete the
character as soon as it is discovered. You will not be notified of this
deletion. Depending on the nature of the offensive name, the account (computer
you're logging in from) may also be subject to disciplinary action including
suspension or banning. A Staff Member does not have to contact you before such a
disciplinary action is taken as you have not only flagrantly disregarded our
policies but likely broken member rules as well.
For categories 3 through 14, a Staff member will contact you either in game or
via email to notify you of the character's need for a name change. Please be
aware that if you do not choose a name that is in accordance with this naming
policy within three days of contact a new name will be assigned to your
character and this name will not be changed.
Conditions for Name Changes:
Names will not be changed unless they violate the Naming Policy, or if the
character requesting the name change has not yet played the game. Please note
that any changed names will also affect the account login procedure, so
characters with changed names must log out of the World of ToM, and then log
back in using his or her new name. Please confer with an Administrator for
assistance.
Surname Policy:
Surnames may contain double capitals provided that the capital letters do not
violate any of the prior policies, and provided that one of the divisions of the
name is not a word or breaks up a real word.
Note: Non-words like-- D, Da, De, Di, El, Z, Za, Ze, Zi, L, Le, La, Li,
etc are unacceptable in cases where the name contains a normal word, as they are
references to “The” and implicate a title. (e.g. D'Moore is acceptable and
D'Treekiller is not).
2. Basic Interaction
We recommend all ToM members to write posts in third person (he, she, it)
perfect (past tense) perspective. Every settled location or significant
environment is represented by a separate board (supporters of the site have
special options regarding the creation of these), and locales within that
location each have their own thread (a collection of related posts arranged in a
flat linear format). Staff Members set up the environment by making sure that
each locale within the board is up to
date and adequately reflects previous happenings and occurrences that may have
affected them; they also can control the environment to react to players
spontaneously and unpredictably. However, players and their characters tell the
stories, can control and interact with the environment and its entities,
including non-player characters, and can create new locales within the parent
environment.
Players shouldn't respond to their own posts in order to create the illusion of
interaction. It is rare for character development or advancement to occur
without another player responding to the player's post and creating a new point
of interaction. That is how roleplaying differs from solo writing, it is a joint
effort.
3. Causality
Cause and Effect, also known as Cause and Consequence or Action and Reaction, is
separated at some sites; at sites such as those ones players can not describe
the effects of their characters actions, but instead have to await approval from a Staff Member
/ Game Master to determine
whether or not an action was successful. This is not the case at ToM; stories
and plots take precedence over cause and effect. As such, players can determine
the consequences of their characters' actions upon the environment and other
characters in accordance with how the player's handbook describes these actions
function, with regard to a basic system of balance, fairness and equity. Players unfamiliar with how
some actions work should not attempt these actions until they have researched
thoroughly the precedent of these actions, and how they would affect an
environment. It is in this way that players can tell realistic and reasonable
stories.
4. Player Creations
Players can also control the environment around them, and the behavior of
non-player characters in order to provide details for the story. Non player
characters should behave as they naturally would, and the environment must exist
as it would be expected to exist, unless if a player or a character acts upon
it. For example, it could be raining or snowing if the season is appropriate,
but there should not be meteor showers or fire falls unless a character is
responsible for causing that or a Staff Member has approved a plot in which this
would occur.
Players can also create Non-Player Characters and new locales within the
environment, provided that these NPCs and locales are
compatible with the parent environment, coherent and cohesive. For example, a
small village can have a number of huts, tents and even an open campground for
market stands; but there should not be advanced structures or palaces. In all of
these cases, the Staff can declare your location “out of line”, which means it
does not fit with the style and circumstance of the environment.
Coordinate with the Staff to ensure that your creations are appropriate and
discuss with them how you might be allowed to add something to the already
existing environment.
5. Multiple Characters
In order to assure that everyone gets an equal chance at game play and limit the
cases of illegal interaction, players are not allowed to have more than one
account active at the same time. Old characters should be submitted to the Staff
for retirement. Please note that Supporters (those who donate money to support
our site), may have a secondary account, and therefore are allowed to have two
active accounts at once, though they must register this secondary account with
the Staff so we are aware that it's yours. Should you not be paying to be
a subscriber, then you will not be allowed to use the secondary account until
you are a donating member again. The character will be considered to go
into a hiatus and should it have been in the middle of an RP at the time, the
Staff will resolve the results with the help of the members involved.
6. Bunnying
Every action and reaction, cause and effect, has to have a plausible, if not
"realistic" to the world explanation in ToM. Doing something unrealistic or
unexplained is known as bunnying. Bunnying is a very serious offense, and often
it is the sign of an inexperienced player inevitably the target of scorn and
ridicule. (For example, someone leaping tree to tree with no skills to
back that up... or diving to the bottom of the ocean while holding their
breath.) People only like bunnies in cartoons, so please try not to be one.
7. No God Modding
Do not tell a story from God's perspective. This means you should not create
whole new environments, or create something without explaining how it got there
(i.e., make things magically appear out of thin air simply for convenience). For
example, if you wish to create a new hut in the woods, you might first describe how non
player characters gather the raw materials to build the settlement and why they
did that, thusly allowing
ample opportunity for interaction. ToM is a game about interaction; allow people
to interact with you and your story and without offering the chance for othres
to take part in your creation... you might as well go write a book. There are some exceptions to this rule; for example, if
you are creating an environment, location, or set of circumstances that does not
directly benefit your character, and instead is crucial to telling a story, this
is perfectly acceptable, provided that the Staff is made aware so that it can be
added to the ever growing collection of places and things in ToM.
8. No Stooging
Do not use multiple player characters with one another. If you are one of the
lucky few permitted to have multiple player characters, do not ever allow them
to interact with one another; in fact, keep them in separate cities at all times. Think of the Three Stooges; while funny in real
life, it is annoying and unrealistic in ToM.
9. No Power Gaming
Do not determine the consequences of other player characters' actions in your
post without prior consent to do so. Nor should you determine the impact that
your actions has on other player characters. Eg. stating that a
character was hit with your ball of lightening would be fine, stating that they
were hit with the ball of lightening and began crying for their mother, would
not be.
It is ordinarily the
responsibility of the receiving or target player character to write just how
deeply they were effected by events both mentally and physically. If two
characters
are locked in competition and agreement can't be reached on the true severity or
power of an action/reaction, however, you may contact a Staff Member to look at
both of your stats and help you come to a resolution that allows both characters
to shine in the story. Playing for the purpose of acquiring power over others,
instead of telling a story, is strictly prohibited. Meaning that even evil
bad guys who want power want it for a good reason... have a story. It's
that simple. Your character can play for power, by the rules... you can even
desire to see your own character stats grow but, playing only for a bunch of
meaningless numbers is rather pointless in this sort of rp environment.
You might better enjoy playing a video game instead.
Finally, any creations or creative contributions that you make to an
environment (such as a location thread, or a non player character) must benefit
all characters equally; anything that is designed to benefit or hinder a single
character, including your own, must be approved by the Staff before entering
play.
10. No Meta-Gaming
Do not use out of character information, such as information that you may have
read throughout the web site or in discussion forums, within the game that your
character has no way of knowing. At ToM you can
only use information that your character has acquired through in character game
play otherwise you must act as though you do not know it. Furthermore, do not
post out of character asking for help, assistance, or favors in character – all
character to character interaction must be done within the game world. Use of
the out of character rp forums should be for discussion of development, idea
exchange, plot design and sharpening of concepts.
11. The Honor System
Players are entrusted to keep track of their character accomplishments,
possessions, knowledge, skills and abilities. To that end, you are ultimately
responsible for making sure that your User Profile details are accurate and
up-to-date as well as your record in the archives. To do this you will
update your profile personally and will remind Staff members when it's time to
update your stats (and how) and when you take a class/training lesson you'll
make certain the teacher puts your accomplishment on your archive thread when
you're finished. Please make use of these resources to properly document
your character. In the end, it will help you be a better writer by knowing what
your character has been through and how those experiences shape your character
and helped him/her grow.
If you suspect that another player is violating the Honor System, either by
directly cheating in modifying the details of his or her user profile that have
not been placed in his/her archive thread, or by role playing inaccurately or
inappropriately, please do the responsible thing and report their post to a
Staff Member. Do NOT accuse the player yourself. In serious
cases, you may want to file a complaint with the Staff and let them know that
you think you have spotted a cheater or have been cheated. In all cases, your
identity will be kept confidential, and Staff have the advanced tools to track a
character's activities in the game world.
ToM is a community effort, and together we can ensure that it prospers and
that these rules are followed. |
| Chapter 2 - Character Profiles and Progression |
1 Role-Play Concepts
2 Character Profile System
3. Skills and Training
4. Non-Skills
1. Role-Play Concepts
In ToM, creating and developing characters is a matter of trust as players are
expected to adhere to an Honor System. The process of creating a character,
developing its qualities and attributes over time, and expressing these
qualities in the game world is commonly known as Role-Play. In Role-Play
players are in effect participating in a fun experiment to see how their
characters advance and progress over the course of time and through various
situations in the course of their lives. Learning how to develop and write your
character in a fair and balanced way is crucial to being a productive and
contributing member of the ToM community.
Creating Your Character
Starting out on the right foot in ToM requires that you create your character
properly; the basics of character creation involve an understanding of the
principal character description fields in the user profile. New characters begin
ToM with certain possessions, knowledge, skills and abilities, and these fields
should be properly filled in to identify your character's capacity and
competencies
Advancement and Progression
Characters in ToM are developed in principally two ways: through stories that
tell readers about their personalities, motivations and decisions, and through
the acquisition and training of knowledge, skills and abilities. In the latter
case, characters can acquire a vast variety of magical, combat, trade, and
intellectual skills through expository role playing commonly known as training.
In addition, characters can also describe their achievements, character quirks
and experiences using a feats system which optionally conveys meaningful
information about things a character can do/is in a story context as opposed to
a numeric one.
Guilds, Houses and Factions vs. Organizations
Commoner Factions & Guilds – associations of player characters based on
career/birth/or belief – are major institutional and organizational
driving forces behind some of the most creative and innovative plot lines in
ToM. Whether players are bound together in a secretive order, share common
proprietary and commercial interests in their trade guild, or share a common
lineage or blood-pledge, in unity there is strength.
Organizations, on the other
hand, exist from city to city and even if they didn't communicate on a regular
basis, they are bound to work together for common goals when they meet. In
the world of ToM we have five major organizations, and within each of them exist
guilds, houses and factions. The Organizations of ToM are: Commoners
(those who are not part of the other organizations, the core of ToM characters),
Aiel (those who have fallen from the Way of the Leaf), Channelers (those who use
the One Power), the Children of the Light (those who have organized a mission of
mercy and might for the Light and against the Shadow), and lastly the Warders
(those men and women who stand ready to preserve the past, protect the future
and fight for the Light whether on the battlefield or in the halls of
government. Often, but not always, in the service of a Channeler)
(see: The Organizations)
2. Character Profile System
Creating a character concept is the first challenge facing new players; what
type of character interests you? What is the historical background of your
character? Though all characters in ToM quite regularly come from ambiguous
backgrounds at first, and over time more in depth details of a character's
background are revealed gradually, getting a good idea of the character's
motivations and personality can help you write your character more
realistically. There are some things to keep in mind about all characters,
however.
Starting Conditions
All characters in ToM enter the game world on the same footing even though they
come from different backgrounds and circumstances. Characters begin with low skills
and knowledge, and with only a meager amount of money, a simple weapon and tools, and the
clothes on their back. Characters also have the option of starting with either a small,
one-room hovel or a family home in the home city of their choice.
Character Names
First, you will want to come up with a name for the character or role that you
are going to assume while on ToM. Familiarizing yourself with the game world,
whether it is by reading other posts or perusing the website, is a good place to
start as it will introduce you to the culture, lore and flavor of ToM. Your
character name should be unique, but appropriate to the genre of high fantasy
being explored in ToM. Avoid popular icons, names with special symbols or
numbers, or including titles in your name; often, the simplest names are the
most effective (see: Core Rules).
If you're still having trouble deciding on your type of
character, another great place to start is with just a pair of words –
adjectives or nouns. You might set down the core concept of your character in
two adjectives ("morose" and “cynical”), in two nouns ("healer” and “sage”) or
in an adjective-noun pair ("morose healer”). Once you've got these two words
down, you'll have gotten your imagination going and you'll find that you
continue to learn more about your character both during this character creation
process and as you continue to play them.
Customizing Your Character
The registration form may seem daunting, because there are quite a
number of options for you to fill out. Many options deal with the behavior of
the forums and setting your user preferences for participation on ToM. The
“Optional” fields contain information about your character, its background,
appearance, possessions, knowledge, skills and abilities. All characters in ToM
start off on roughly an equal footing. You should fill in the following details
exactly:
+ CHARACTER NAME
This is your character's full name. You may include titles here and
honorifics if you have gained any through the course of play. Starting characters
who don't have surnames might take their first name and combine it with their
home city eg: Xera of Camaria.
+ CHARACTER PROFILE
This is the place for your character biography. You can choose to put a
shorter version of it here instead of the full version but it should give others
a good idea of
your character.
+ NATIONALITY
New characters are citizens of one of the four major centers of the known world
or they are from the Broken Lands. Information on each area and it's
people can be found throughout the website.
+ APPROXIMATE AGE
Instead of charting how old someone is exactly, we offer an option for members
to put into their profile (where others look to have a quick reference of your
character) what apparent age your character is. This is especially
important since some characters may have feats or abilities which effect how
they look to others.
Note: Since all the characters are Reincarnated Heroes, who were born after the
Horn of Valere was blown, they are close to each others in age and range from
their early teens to twenties.
+ APPEARANCE
Briefly describe the physical appearance of your character, including height,
weight, eye/hair color, and any distinguishing marks or characteristics others
might notice.
+ ORG MEMBERSHIPS
New members will default to the Commoner's organization and should put that in
this blank, while players who have been at ToM for a while (100+ posts) may join
other organizations and put that in this area.
+ GEAR AND EQUIPMENT (CARRIED)
This is an area you will likely update very frequently. This is a list of
any items or equipment your character would commonly carry on their person from
day to day. This listing will help you keep a realistic perspective on
what you may or may not have access to in certain situations. Starting
characters are unlikely to have anything listed here beyond clothing and basic
tools as the
average person does not own armor, weapons, or have adornments of many kinds.
If you would like to start with these things, be sure to include them in your
biography. Remember, it is possible that once you are in character your
young/inexperienced character might be able to work in trade for goods and
needed items. If you are turned down for items to start with, realize this
is a good first rp to take part in as a brand new commoner/adventurer.
Acquiring basic gear can be an adventure in and of itself.
+ GEAR AND EQUIPMENT (OWNED)
This is an area which will change less often. Most characters in the world
of ToM have little to their names. Life is hard here and the mere idea of
wealth is nearly lost on communities who, by in large, deal only in trade and
barter with the lack of monetary systems (money.)
+ ANIMALS
While new players will not have anything in this area, typically, later you will
be able to edit this area of your profile to include descriptions of your
pets/horse/animal companions etc.
+ UNIQUE ITEMS
Here is where you would list any unique items, weapons, objects of the One Power,
or any other object which required the approval of the Site Administrators for
your character to have. Be sure to not only list what it is and what it
does, but also, what it looks like.
+ PROPERTY
Each character, as stated previously, is allowed to start with either a one room hovel
or a room in the home of their family (as new characters may still live at home
with their parents and are just coming of age where they are considered adults
by their communities.) However, later, your character may come into
ownership of other properties and this is the place you would list those things.
+ STATISTICS
Starting Characters have 20pts to spend in Skills and
can choose three Feats. Skills represent a
natural/practiced ability to do something, but more likely than not, the Skill
was gained from intense training by a skilled professional. New members may not
purchase Skills above rank of 2 or Feats which they do not have the prerequisites for.
For further instructions of what to put to Statistucs section, see
here.
+ TIMELINE
This is the area of your character profile where you will list briefly (eg. in
bullet-point style) the major moments
of your character biography and, as you go off having adventures, where you will
update the record of your character's life events. This will not only help
you remember what your character has done in their life, but help others to know
what they might know about you as well.
3 Skills and Training
Character Development
Now that you have created your character concept, you can begin to experience
the World of ToM by interacting with fellow players, the environment and its
fictional inhabitants. Over the course of time, your character will begin to
experience certain challenges or circumstances that give her an opportunity to
shape a stronger personality and experience personal growth. In order to
determine the abilities of characters, we allow for an actual measure of growth
on the part of a character via our Character Profile System. The acquisition of
knowledge, skills and abilities is regarded as one of the most exciting and
competitive undertakings in character development here at ToM.
General Knowledge and Skills and Flaws
Characters generally are presumed to exist in the fictional world with a certain
basic understanding of the world in which they live. However, this is optional
and you can decline any of these benefits for your character if it does not suit
your character concept by creating a nifty background story explaining why.
Among these basic presumptions is that all characters can speak the general
common language. But due to the lack of communication between the cities and the
people, there are variations on the common language from place to place.
These are mostly dialect changes and should not hinder the character from
communicating (though it could provide some amusement or confusion.)
While we encourage all characters to have some kind of a flaw to start with, it
is assumed that no character suffers from any too hampering physical or mental
impediment (see the list of Flaws for examples of acceptable hindrances) . After
all, the characters are the reborn souls of dead heroes and the heroes would not
have chosen "weak forms" to return in. Social disadvantages might
therefore be an easier choice for a flaw. So while no character should be rich
and famous at the start of the play, the character could be poorer than the
average or have a negative reputation.
Types of Skills and Their Acquisition
Generally, skills must be trained, which means that a
character must learn the skill from another character – either a player
character or a non-player character – that possesses the knowledge, skill or
ability. Characters learn these skills over time (see below.) How you
learn the skill and role play the acquisition of the knowledge may effect how
quickly you learn something but in the end it is your choice and it is up to
your imagination, and the imagination of others interacting with you. While we
do support self-teaching of skills, there is a hefty penalty involved in that
the amount of time to self-teach a skill is roughly three times that of what it
would be were it taught by someone else. This is to represent how hard it
is to learn something on your own and to encourage players to interact.
Skills are grouped by type – One Power, Combat, and Trade –
and each skill has five levels of proficiency which determine, in a general
expository way, what a character is capable of doing at that proficiency or
experience level. Each skill is unique, and so it is important to familiarize
yourself with the particulars of a skill that your character may learning, so as
to understand what it takes to train in that skill and advance in its
proficiency levels. Despite the differences, each group of skills shares some
common traits that help define how they are learned.
Specialties
Every time a character advances in a skill and gains a new rank, she/he gets
to choose a specialty pertaining to that skill. The specialty represents
character's focus and expertise on certain narrow field of the skill and they
distinguish characters from other practitioners of the same skill.
Example 1. Ulfhild of Valehall has been trained by the Warders to use Slashing
Weapons. Since she is a starting character, the maximum skill rank she can have
is 2. Her first specialty is long sword and her second one is fighting against
multiple opponents.
Example 2. Alexandros of Aegea is a diver and scavenges objects of the past Age
from the bottom of the sea. He is a more experienced character and has an
Athletics skill of 3. His first specialty is swimming (long distance), his
second specialty is endurance with holding breath while diving and the third one
is deep-sea diving.
The One Power (in brief, see later parts of this Guide and
the Website for more info.)
All characters in the world of ToM start as untrained in the One Power skills as their minds do not automatically have the ability to use the One Power.
Mechanics wise the character can be given One Power Skills only after taking the
feats Latent Channeler and Channeler and completing the first 100 RP posts with
the character. After the character has these two feats and the first 100 RP
posts have been made, the player can start roleplaying how the character learns
to channel.
The
first challenge to a student of the One Power is to Touch the Source.
Depending on how you do this, your character's life will be forever changed.
Those who touch the source with help of a mentor will be educated and guided through the
mystical and zen-like art of Oneness... those whose passions and the heat of the
moment force them to take hold of the One Power will do so with the Path of
Spring. Such young Wilders risk eventually going mad and
suffering the fate of their predecessors if they do not find a teacher of
Oneness quickly. Once a person has used Spring they are forever
marked by the experience and always long to try the "exquisitely painful and
powerful" technique again. Thusly, even a Wilder who is trained into
Oneness will always be feared, distrusted, disrespected and looked down upon
by those who received a "proper" education in the arts of the One Power.
Advancing in the art of Oneness requires the help of a mentor and if you
wish to learn certain weaves of the One Power, it
requires you find a mentor who knows what you wish to learn. We allow
players to create only few experienced NPC Channelers who use the Path of
Oneness, because we want to encourage players to interact with each other as opposed to
Non-Player Characters. (See: A Primer to the One Power.)
Seven different skills fall under the One Power (OP) skill category. Each
Element of the One Power (Air, Earth, Fire, Spirit and Water) is a normal
1-6 scale skill of its own and the sixth and seventh skills are the Channeler's
Finesse with either the Path of Oneness or the Path of Spring.
The five separate Elements counted together form the Channeler's Overall
Strength with the One Power (max. 30). When the Channeling Feat is
purchased, the character gets automatically 1 point in OP Finesse with either
Oneness or Spring and the player can choose two Elements in which the
character will have also rank of 1. These two Elements chosen will usually be
the Channeler's strongest ones in the future too.
Example 1. Swift Quill from Camaria has just become a Wilder and discovered that
she can Channel. She gets her rank of 1 in OP Finesse (Spring) skill and
chooses that her character's starting Elements are Fire and Spirit. She gets
rank of 1 in those two Elements and will have rank of 0 in the rest of the
Elements until she purchases ranks with experience points.
Example 2. Livius from Deadgrove is lucky enough to have been found by an
experienced Channeler before his first touching of the Source. The mentor
recognized the spark of channeling in Livius and guides him through the process.
For being taught, he gains rank of 1 in OP Finesse (Oneness) and chooses
to have rank of 1 in Elements Water and Earth. He will have rank of 0 in the
remaining three elements until he purchases ranks with experience points.
Combat Skills
Though all characters in ToM are presumed to have some basic knowledge of
brawling and fist-fighting, only few rare people are really good at it. Combat
Skills allow individuals to train in the use of a specific weapon, or (in the
case of the Jenn Aiel and their "disowned" kin) the martial arts; each skill is
unique, and carries with it certain styles that are interchangeable with other
like-weapons. For example, learning how to wield a dagger will allow the
practitioner to wield other short-blades at a slightly lower proficiency level.
Unlike the One Power no special observation of traditions will likely be enforced
during the learning of Combat Skills they are simply taught, repeated, practiced
and refined. (See: A Primer to Combat Skills.)
Trade Skills
In a world where what you have and can give could mean the difference between
life and death at times, economics (if only in trade/barter) can play a large
role in the world of ToM. As goods and services are exchanged among
players and the fictional inhabitants of the environment so too will the world
change and grow. Trades or Craft Skills allow player characters to make useful
items or perform certain services to help other characters in the world... or to
hinder them. Learning such a skill usually requires some investigative learning,
followed by a period of apprenticeship, before one can peddle the wares and
services in the marketplaces around the known world. At
higher proficiencies, a craftsman can teach his art to others and take on
apprentices; the most gifted traders become renowned for the works that they
produce, attaining fame and glory throughout ToM. (See: A Primer to Trade
Skills.)
Skill Time Tables
It takes a certain amount of time to learn or acquire a proficiency level in the
aforementioned skills; this is governed by a Time Table. The Time Table below
lists the average amount of real time that must transpire for a character to
advance from a prerequisite skill level to the targeted skill level. Below are
listed the times required to pass, in actuality, at the prerequisite proficiency
level before one can advance to the level of proficiency specified, in addition
to the specific requirements of the skill or discipline.
Please note, all titles listed are generalized terms which
players may use in their signatures to denote their progress and growth in
skills; however, since even the Organizations do not have true world-wide
Headquarters (such as the White Tower from the books or the Dome of Truth) these
"titles" are terms used in the ToM world but nothing official save for where
denoted so (eg. Third Name, Blade Master)
Time Table – Combat Skills
Beginner - Must be "Training" One Week
before you can label yourself this.
Your character has chosen a weapon or fighting style and knows what the business
end of his weapon is and how to use it in a most rudimentary way. He also
knows how to properly care for his weapon and his body in order to begin working
towards building a better "fighting machine."
Journeyman - Must be "Training" an additional
Month before you can label yourself this.
Your character has begun to learn the basic arts of his weapon. No
longer stumbling and getting winded during practice sessions, he could expect to
be successful in fending off dangerous animals and enemies of a lesser skill
level than himself. Not yet knowing of enough of their art to take on
students.
Professional - Must be "Training" an additional
Three Months before you can label yourself this.
Your character has learned enough to be respected among his peers in his art
and feared by the average person. This character stands a good chance
against the average Shadowspawn, has no issues dealing with most wild animals,
and can defeat those whose skill is below their own. This person also
knows enough to train others now up to his own level in his Combat Skill.
Expert - Must be "Training" an additional Six
Months before you can label yourself this.
Your character is beginning to realize what he learned before was only the
very basics of his art... in fact, it's clear from this point on that he is now
truly learning an art form. It's at this point you may begin to allot
points towards Combat Feats to represent your growing knowledge of your skill.
(See: Point System Primer)
Master - Must be "Training" an additional
Year before you can label yourself this.
At this point you have learned all there is to learn and all that remains
now is to make a name for yourself. Your 'training' during this time
includes finding someone who is already a Master and to participate in a
challenge of skill with them that you too can be called "Blade Master" or some
similar title. Wherever you go, people will know, respect, and possibly
fear your skill. Your time dedicated to your art sets you apart from the
world and truly, because you will have become a master so quickly (by our world
timeline) you will be known as one of the greatest heroes/most feared villains
of the time.
Grand Master - Must be "Training" an additional
Two Years before you can label yourself this.
A paragon of your field, you exemplify what it means to be a true Master of
your art. You have gained not only a mastery of your Combat Style but have
done so to the level that other Blade Masters and Combative Masters of all
fields revere you.
Time Table – The One Power
Initiate - Must be "Training" One
Week before you can label yourself this.
You have felt the source and you have channeled the energies of life ...
well, at least you've opened yourself to them and you can identify the threads
of a weave (earth, air, fire, water, spirit) if you take the time to concentrate
on a given weave. Problem is, it's still hard for you to hold onto the One
Power for any long period of time. You know enough to know that the power
is far greater than you can use for any long period of time yet or to any real
mystical ends.
Novice - Must be "Training" an additional
Month before you can label yourself this.
You have now taken your first steps into the dangerous and wondrous world of
channeling and you can open yourself to the One Power at will now and do
rudimentary weaves with little trouble. You're certain there is much more
you have to learn but if you had to... you could prove to someone (eg: to a
Non-Channeler, in a visible way) that you do have the ability to use the Power.
Journeyman - Must be "Training" an additional
Three Months before you can label yourself this.
You are now capable of handling the power and performing some minor
impressive things with the One Power. You've also been educated in some of
the basic theories behind your power of choice (through self-discovery or a
teacher.)
Accepted - Must be "Training" an additional
Six Months before you can label yourself this.
You have now reached a level of respect among your more advanced peers.
You have shown an aptitude for the One Power and while your previously learned
and speculated on theories have either been disprove or improved upon, you're
now beginning to wonder about bigger things... perhaps about the other side of
the power and how it might work with your own... dangerous thoughts that your
peers/mentor will probably not let you talk about a lot. It is at this
point that it is safe for you to begin teaching the basics of the One Power to
another.
Servant of All - Must be "Training" an additional
Year before you can label yourself this.
You have achieved a level of respect among your peers that has not been given
lightly. You could now have fairly strong (perhaps tested) theories about
the nature of the One Power, the Wheel of Time, the Pattern and even the Creator
and Dark Ones themselves based upon the experiences you've had in your
relatively short rise to prominence among the Channelers of the World.
Everywhere you go you are respected, and sometimes feared and hated for what you
are. At this level of standing it is all but impossible to escape the fact
that people will recognize you for what you are and protection might now be a
priority to you. It is at this level of fame that you (if you have not
already) will likely be approached by a member of the Warders and be offered
their service.
High Servant - Must be "Training" an additional
Two Years before you can label yourself this.
A paragon of your field, you exemplify what it means to be a Servant of All.
You have gained not only a mastery of the One Power but have done so to the
level that other Servants revere you. It is at this level your peers will
acknowledge a third name of your choosing... even those elusive few Age of
Legends Servants who might yet walk the known World!
Time Table – Trade Skills
Beginner - Must be "Training" One Week
before you can label yourself this.
Your character has chosen a weapon or fighting style and knows what the business
end of his weapon is and how to use it in a most rudimentary way. He also
knows how to properly care for his weapon and his body in order to begin working
towards building a better "fighting machine."
Journeyman - Must be "Training" an additional
Month before you can label yourself this.
Your character has begun to learn the basic arts of his weapon. No
longer stumbling and getting winded during practice sessions, he could expect to
be successful in fending off dangerous animals and enemies of a lesser skill
level than himself. Not yet knowing of enough of their art to take on
students.
Professional - Must be "Training" an additional
Three Months before you can label yourself this.
Your character has learned enough to be respected among his peers in his art
and feared by the average person. This character stands a good chance
against the average Shadowspawn, has no issues dealing with most wild animals,
and can defeat those whose skill is below their own. This person also
knows enough to train others now up to his own level in his Combat Skill.
Expert - Must be "Training" an additional Six
Months before you can label yourself this.
Your character is beginning to realize what he learned before was only the
very basics of his art... in fact, it's clear from this point on that he is now
truly learning an art form. It's at this point you may begin to allot
points towards Combat Feats to represent your growing knowledge of your skill.
(See: Point System Primer)
Master - Must be "Training" an additional
Year before you can label yourself this.
At this point you have learned all there is to learn and all that remains
now is to make a name for yourself. Your 'training' during this time
includes finding someone who is already a Master and to participate in a
challenge of skill with them that you too can be called "Blade Master" or some
similar title. Wherever you go, people will know, respect, and possibly
fear your skill. Your time dedicated to your art sets you apart from the
world and truly, because you will have become a master so quickly (by our world
timeline) you will be known as one of the greatest heroes/most feared villains
of the time.
Grand Master - Must be "Training" an additional
Two Years before you can label yourself this.
A paragon of your field, you exemplify what it means to be a true Master of
your art. You have gained not only a mastery of your Combat Style but have
done so to the level that other Blade Masters and Combative Masters of all
fields revere you.
Other Skills & Feats
Hybridization and Skill Limits
While any character can learn as many trade skills as he or she desires (but
only attain the sixth and highest proficiency in a single trade skill at any
given time), it is difficult for characters to be able to learn and master both
Combat and One Power skills if only because of the focus involved in both
rigorous forms of training. Also, by limiting the Combat Skills of Channelers we
continue to encourage interaction between both groups and people to play things
other than Channelers, which is an important thing if ToM is to remain a
well-rounded an fun site to play at.
In addition to the standard limitations placed on learning different One Power
Talents or different Combat Styles, there is a skill limit on learning both: any
practitioner of a Combat Skill who has said skill at the fourth or fifth level
of proficiency cannot advance in either One Power Finesse skill (Spring
or Oneness) beyond the third level of
proficiency, and vice-a-versa. Though hybrid characters are encouraged as a way
of expressing complicated motivations and diverse professions, given the amount
of time that the One Power and Combat both demand of their practitioners, it is
impossible for a character to perform both types of skills at the highest
abilities in such a short time as our In Character world moves at.
4. Non-Skills
There are three other types of measured advancement for characters in ToM —
knowledge that has been acquired (lore), and actions that have been performed
(deeds). Both are optional to list, but listing what a character has learned in
the way of professional education or independent research, or what a character
has done, using the same short-hand style used for the three skill groups, is
very beneficial in communicating what your character has learned and done to
other players who may look at your character profile.
Feats
A feat is a special feature that either gives your character a new capability or
improves one she/he already has. For example, Unna of Valehall is an extremely
charismatic individual and a natural born leader and this is reflected by the
feat x that she has. Unlike a skill, a feat has no ranks. Either the character
has the feat or does not. Also some feats have prerequisites. You must have
fulfilled some special condition or have the listed skill rank or previous feat.
(See: A Primer to Feats.)
Lore
As an ever-evolving world in the hands of its gifted writers, ToM has new
concepts and ideas emerging within the fabric of its fictional society at any
given time. Specialized knowledge, no matter how generalized or specific, can
become a precious resource, and when taught on a professional level, or learned
through dutiful research, can and should be listed in the player character
profile. Many times, this knowledge or information is something created by
characters in their experiences, while other times they are a specialized form
of wisdom passed on through research or experience. Lore can be taught by anyone
who knows it to anyone else, and is the most informal of the advancement
properties available to characters. Players
can list Lore by assigning names and terminology to what their characters know. (See: World Lore Project)
Deeds
As characters
adventure over time, they accomplish many great things often through the
creativity and ingenuity of their minds; performing a daring act, or
accomplishing a remarkable deed is worthy of mention, but many times, these
deeds do not correspond to a Combat or One Power Skill, but rather to the very
nature of the character himself. |
| Chapter 3 - Game Concepts |
1. Time In ToM
2. Factions in ToM
1. Time in ToM
Forum Style Role-play sites have various forms of time keeping. Some do
not maintain any time system at all, causing confusion among players as to what
events occurred before each other. Here at ToM we use a system of Time
which we hope will alleviate any sort of issues that relate to the Timeline of
the site or individual characters.
How does it work?
Characters are involved in a number of events and circumstances that happen in
different points in game-time, while happening simultaneously in real time. This
is to be expected, and is highly encouraged, given the narrative nature of ToM's
forum style game system. When players post in threads that take place over
different periods of time, or when they are involved in threads that progress at
different locations, they are given the liberty to organize these events in
their own time line to some small degree.
On the front page of the website there will be a notation
stating what season and year (based on the start of our website's game play, eg.
Winter 1 AB {meaning After Breaking}) it currently is in the world of ToM.
All threads that start within this period of time MUST take place during this
(real life and in game) 3 month period of time. There are four season in
the world of ToM, just as there are in the real world. New threads that
are posted cannot occur before the listed season, and stretches of time cannot
extended beyond the current season.
If a thread does not finish before the change of season (eg. a thread begins at
the end of Winter 1 AB but then the season changes to Spring 2 AB) then the
players can not add any new players to that thread from the moment of the season
change onward.
Players are permitted to be involved in as many threads as
they can manage, provided that their involvement in these threads follows
certain rules. They can also begin new threads, provided that new threads within
the same season. Here are some rules to consider:
Travel & Time
Since all the cities are so far apart, since travel is slow in the world of ToM
and since it is so very dangerous to travel in the World of ToM you may not play
your character in two separate cities during the same season (with the future
exception of those players who have access to the OP Talents that relate to
Traveling.)
Learning new skills and talents with regard to the
Timeline
To help keep a balance between players who have a lot of time to post and those
who can only visit a couple times a week as well as to represent how
difficult some things are to learn; a player character can only be involved in a
maximum of three training threads at any given Real World time. No more than one
of these training threads may be devoted to the arts of Combat, no more than one
may be related to the use of the One Power. Any training that provides
knowledge of lore, trade skills, and any other misc. skills or talents may be
taken at any time and in any combination. (eg. You could take a OP
class and train with someone how to make swords, which is a craft skill while
also training how to ride a horse, which is also a general skill) Any
other exceptions to this general rule of thumb will be denoted on the skills and
talents listings later on in this guide.
Retro-RP Threads
Player characters are free to get involved in as many activities as they can fit
into their timeline, provided that these activities do not constitute a stretch
of more than a single season. When the Season/Year is updated on the front page
of the website, then any threads which are occurring in the previous season are
considered to be Retro-RP threads, and can no longer allow any new player
characters to participate in them. Player characters already involved in
Retro-RP Threads will have one full season to finish their rp (another three
months of real time) or summarize how it ended for the sake of continuity.
If the thread goes inactive and players do not complete the scene, ToM Staff
reserve the right to determine the outcome of any unfinished events that had
occurred to maintain continuity for anyone who may yet have characters who need
to reference the events of that scene.
Real Life Leaves of Absence (LoA)
Occasionally it is necessary to be gone for long periods of time from the site.
If you need to leave while in the middle of your threads and know you won't be
returning before the period of time to finish your rp is up... you may work with
your fellow rp'ers and the Staff to summarize what occurs in that scene so you
don't mess up continuity for others. While you may feel badly for leaving
people hanging, it's FAR worse not to let others know you'll be gone so they can
work out these details. So please, if you know you're gonna be gone or
simply need time away... let your friends and the staff know so they can help.
Tips for ToM Time
ToM time is relatively straight-forward; it enables players to keep a personal
timeline of their character events, and be involved in a number of different
threads while at the same time providing continuity and compatibility with the
time lines of other player characters by requiring an absolute time based on the
IC season and real world time. There are different strategies for pursuing a
successful and realistic timeline, but the clearest rule of thumb is that
players use ToM time in order to breathe depth and substance into the
existence of their characters within the confine of realism, fair play and
balance. Here are some useful tips for using ToM Time:
Make a Training Schedule
Players should coordinate with fellow players any real time requirements or
estimates of training programs and education for their characters, and make sure
that there are no conflicts with other planned future threads.
Always Keep an up to date Timeline
Whether it is only through the Character Profile area, or also via a personal
web site, or simply on a sheet of paper near your computer, it is advisable to
keep track of when threads happen in absolute time, and how the player character
interacts with those threads in order to constitute a realistic and
non-conflicting timeline.
2. Factions & Guilds
Character Cooperation
Though ToM is first and foremost about telling stories about your fictional
character and their experiences, players can become highly competitive in
advocating certain types of stories and plot lines and pass that eagerness on to
others. Often they find a common ground among their characters that is not
represented in one particular Organization outside of the Commoners. Since
characters often find their greatest strengths when they cooperate with one
another, this is bound to happen. Just as there are Organizations in the ToM
world which represent large and already established groups/goals of the world;
player characters can band together under a banner for higher learning, money
making, to advocate a specific ideal, protect their interests, or merely find
strength in numbers fighting for their chosen cause (even if that cause is
themselves!) These are the Factions & Guilds of ToM, and each is driven by
usually one of four ambitions above all others.
Factions & Guilds come into being when a group of players find that they are
driven by similar goals or objectives. In the ToM, we have come to commonly
accept these desires as four key ambitions around which any guild or faction is
created..
Power refers to political/social control and
resources of all kinds. Those driven by power are eager to form Factions
and Guilds that can have an impact on the world around them to whatever end they
are working.
Trade is an ambition that categorizes all
practitioners of a certain skill, whether it be the One Power, combat, trade,
scholarship, or any other commercial profession. These individuals are usually
driven by a desire to uphold the standards of their practice and reap the
benefits of their skills.
Faith evokes the image of conviction and
beliefs; those who are united by the ambition of belief are driven by an
ideological or philosophical goal, something that transcends the immediate.
Finally, Culture speaks of social groups,
families and their practices. Persons unified by this ambition typically share
the same outlook on values, mores and practices, and it is not unusual that they
be connected by kinship.
Guilds
All groups start somewhere and in the case of one of our Organizations, the
Warders, they began as a guild and grew into their status of a widely recognized
Organization due to membership and notoriety/infamy. Any association that
is formed around the ambitions of Trade – a skill, ability or art – is usually
classified as a guild of sorts. The mercenary/brigand guilds of the ToM have
been legendary/infamous in their accomplishments of ridding the Broken Lands of
Shadowspawn and wild animals... and in the case of the brigands, some innocent
people and their goods too! The trade guilds of ToM have built comfortable
livings by exploiting commercial opportunities in the marketplaces and on the
feast days in all four cities of the known world helping people of every corner
of the Broken Lands to become connected to each other once more with news and
goods they would otherwise not have. Sagely guilds have labored to ensure that
the basics of education and knowledge have not died off with the great scholars
of the last Age, uncovering and preserving the precious knowledge that many had
once feared lost to time. At times, guilds are formed around multiple skills or
abilities given a larger overriding mission statement. What can be done in
these guilds is limited only by the player's
imaginations. |
| Chapter 5 - Fine Details, Restrictions, Etc. |
|
All times are GMT. The time now is 10:58 AM.
|
 |
|