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The Rules of the Game
After a long period of inactivity, we are
finally underway again. As you have seen, besides
creating a new plot with its corresponding PCs,
yours, we have created this website and the
respective forums to make coexistence easier for
everyone.
But we all have different ideas about how we
should live with our neighbours or deal with the
landlord, even when this is only a game. That is why
in this section, which we consider recommended
reading, you will find how to use the different
sections of everything our work includes: the site,
the forums, the channel, and so on.
Needless to say, we trust above all in your
common sense, your maturity, and the respect you owe
not only to yourselves and your friends, but to
everyone who takes part in this house, whether you
know them or not.
To make this coexistence easier, the
moderators are at your disposal. They will resolve
your doubts both about the game itself and about the
use of each section of the forum, the website, and
even the chronicle. Needless to say, moderators, like
all of you, are people, and they expect to be
treated with the same respect as anyone else. Their
position places them above ordinary users in some
matters, but it also gives them duties and
obligations that they will try to carry out with as
much neutrality, judgement, and balanced common sense
as possible. Moderators are not here to endure your
grief or tantrums. They are free to point out to
those who do not follow the rules how they are meant
to do so in the first instance. If, after that first
warning, the same behaviour continues, they are free
to warn again or use the solution they consider
appropriate within the scope of their section.
Rules
Respect
Respect for others is fundamental. If, as a
player, I lack the basic manners needed to make this
a pleasant place to be, then I would do better to go
elsewhere, because offensive or insulting behaviour
toward other members of the chronicle, whether direct
or indirect, will not be tolerated here.
Freedom of interaction
As the saying goes, one person's freedom ends where
another's begins. Therefore, if my character, or the
way I play them, is trampling on, bothering, or
limiting another player, not another PC, I need to
realize it and try to solve the problem before
someone else does it for me.
The player self and the PC self
One thing is what I know as a player, and quite
another is what my PC knows. The fact that I, as a
player, know certain things about the city and its
inhabitants does not mean my PC knows them too,
unless they have researched them through their own
investigations or those of other PCs in the game. If
anyone ignores that distinction during play, the
storytellers will be forced to point it out, whether
by cancelling actions or penalizing them for it.
The omnipresence
Players' PCs may interact freely with one another,
whether on the forum or in chat, whether in the
presence of the storytellers, on their own with prior
storyteller permission, or with the help of other
users who agree to collaborate by allowing other
players into their scenes. If a group of
players and their PCs carry out actions outside the
city or away from the main plot, they will need to
finish those actions there before returning to write
again and reconnecting with the main chronicle.
The characters
For good roleplay, it is necessary to know your PC:
how they think, how they act, and what motivates
them, what gives them the strength to rise each
night. If, when creating a PC, I do not have a clear
idea of what they are or what they want, it will be
much harder for me to portray them properly. On the
other hand, the age and generation of PCs should stay
within the logic of a game like this. A PC a thousand
years old or more, with low generation, is not
something one sees every night in the modern era. It
is not a playable PC within the plots created, or to
be created, in this game, and its actions would be
heavily limited because it would stifle the movement
and development of younger PCs.
The commitment
When a player joins these games, they also
commit themselves to taking part with some regularity.
You should therefore write as consistently as you
can. If a month passes after your last participation
and you show no sign of life, your PC will cease to
be part of the chronicle and will be treated in play
as "missing." If a player knows they will need to
leave the game for a time, because of holidays,
exams, personal problems, or anything else, they
should notify one of the people in charge of the
chronicle beforehand and leave their PC in the care
of another player, either by sharing the account or
allowing that person to handle the character through
their own.
The Combat
When you face another PC or NPC, you must do
so interpretively and while respecting turns. You
cannot write in a single post that you grab an
automatic weapon, load a magazine, aim, fire, and
change position all at once. One post to grab the
weapon and load it, another to fire, and so on. It is
also important to understand when one ought to win
and when one ought to lose. In combat, as in the rest
of the game, what matters is not who wins or loses
but how it is played.
Nobody is immortal or invincible, and that should be
absolutely clear. If one PC confronts another and,
because of their mistakes or the success of their
opponent, must die in the end, then so it will be. If
we see problems with a PC accepting defeat or death,
to the point of absurdity simply to avoid being
beaten, we will take measures. In very close cases,
we reserve the right to request the character sheets,
make the necessary rolls by private message or MSN,
and narrate the result ourselves.
The responsibility
A PC is responsible for their own actions, and may
also implicate their companions in them without
meaning to. If a PC kills a human and does not bother
to hide it or deal with witnesses, a police
investigation may be opened that reaches them or even
one of their comrades, harming them in that way,
whether through the threat of arrest, surveillance,
tapped phones, and so on.
If a PC plots a conspiracy alone and is discovered by
Cainite authorities, both that PC and the companions
they dealt with may be exposed to a series of ordeals
in order to earn forgiveness.
These are only two examples. Every action committed
by a player's PC will have consequences for the plot,
and the storytellers will make sure those
consequences are reflected in it.
The assumption
One thing is what my PC does, thinks, or
says, and another, very different thing is what
someone else's does, thinks, or says. I cannot write
or assume the actions of another PC unless that
player has given me permission to do so. For
example:
a) Andrew, an independent Gangrel, enters the room
with a furious look that makes Livia, another PC,
tremble. That action would not be valid, because I am
assuming what another player's PC does.
b) Andrew, an independent Gangrel, enters the room
with an angry, hate-filled stare. His eyes are red
with rage and his quick, determined steps carry him
straight toward Livia's side.
That action would be valid, because I am describing
my own character's actions and leaving the other
player to describe theirs.
Note: when the character in question is a human
created by the same player or by the storyteller,
this rule does not apply.
External interference
High levels of Auspex exist. The back room exists.
But there is no vampire intercom chat. It is fine for
people to get along well, or badly, with other
players outside the game, but no external agreement
between characters who do not know each other should
ever become action in play. For example, if my friend
opens a Messenger window to tell me how good it would
be for me to do this or that in the city because his
character helps mine, but our characters have never
met, then it is impossible for that to be reflected
in the game. Let us always stick to the characters
our PC knows, not the users we happen to know
ourselves.
Admission
Respecting the rules set out here is the
first essential step in any venture within the
Chronicle. The rest is a matter of respect and
maturity.
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