The Wheel of Time
“In these times many things are dissolving, and breaking between what is and what was, between what is and what will be. The walls of the Dark One’s prision. This may be the end of an Age. We may see a new Age born before we die. Or perhaps the end of Ages, the end of time itself. The end of the world.”
This section will include rules and regulations for the players as well as myself to keep the excitement of the game and the flow going. In order to make a more fun experience for everyone I have gathered ideas and concerns from all players as well as my own and compiled them here. This is an evolving list and is always open to changes or additions upon character concerns.
If someone has a continuing problem with one of the rules I may enforce in game consequences to those actions, like coaching other players during combat more than is reasonable or out of turn may result in provoking attacks of opportunity, or possibly making a critical fumble for not paying attention, etc.
Rule 1, No Combat Coaching
While in combat no coaching other players or collaborating outside of your initiative phase. Its a free action to speak but you may only do so on your turn. I am by no means saying that you can not speak! I am simply saying that what you say cant be used to help the player who is acting. Thus, if your character took a beating during the monsters turn and the cleric did not witness the attack you cant tell the cleric that you need healing unless its your turn. Another example would be if you want the Aei Sedai to send a column of stone up under the bridge to make it so the troops cant storm up to the wall, you need to wait until your turn and use a free action to yell over to her during combat but nothing beyond that, he cannot respond or act until his turn. Out of combat you can talk freely of course.
Rule 2, Choose Your Words
Whatever the player says while in combat or a roleplaying situation is said word for word by the character. This rule will keep players in character and into the game. It will also make some interesting situation if players make inappropriate comments in the presence of extremely powerful NPCs who decides to make the PC pay for such remarks.
Rule 3, Responsibility
You are responsible to keep track of your characters, exp, sheet, and any info you may need to reference during the game.This also includes keeping your characters info up to date on our games site. If your character gains a level you do this outside of the sessions not during, if you need a reference for some ability or rule for your character you print off one for your own personal use. I suggest keeping your character and everything you need in a folder as if you were in school. if you have any questions you ask me outside of the sessions or come early.
Rule 4, In the Moment
While in combat or in a roleplaying situation try to stay focused on the game and stay in character. We all like to goof around and have fun but slapstick in the middle of a tense combat or during a meeting with a pivotal NPC can diminish the experience. I am probably as guilty as the next person of this. I plan to try and curb the goofing as much as possible. Of course not enough joking will diminish our game as well. Choose your moments.
Rule 5, Character Realization
I require a character history for each PC. This is pivotal to the development of a character as well as for me in regards to side-quests and incorporating your characters background into the the Wheel of Time world, as well as giving a free Ta’veren Point. You can work on it together with your GM at time of character creation.
Rule 6, Play the Part
I may be beating a dead horse with this one but be sure to read the description of your alignment carefully. Remember that the characters alignment is a guideline for how he/she should act. Is a LG character LG ALL THE TIME? No, but they should be 95% of the time. Chaotic or evil acts should be rare exceptions but not impossible.
Rule 7, Imagination Abound
This rule is one i want to put extraordinary stress on, as it has caused serious problems for me in DM’ing. When a character has a cool and inventive idea that we don’t know the rules on feel free to discuss it with me for a few seconds, but when we don’t know the rules and i have heard your side i will make a quick decision as the DM and it will be FINAL. You are welcome and encouraged to look it up after the game, not during, as it slows down game-play as well as my momentum and instead of looking stuff up you should be playing your character.
Rule 8, Know Your Stuff
Another important rule, when using a weave or ability you need to know exactly how it works and be able to tell me exactly what I need to do as the responding enemies. If you don’t know how your seed works then by all means you shouldn’t technically even “know it”. If you don’t know for sure, do something else and read up on it for next turn. An example would be asking me if the channeler can do something to increase arrow speed. That is not a question to ask me, that is an in-game question to ask the channeler who will respond accordingly in character, if he/she doesn’t know of anything that can, then his character doesn’t know any weaves that can do that at that time, end of discussion. Even if you feel by all means there is something he should be able to do that would do that, if he doesn’t have any seeds that say they have that effect then the answer is NO.
Rule 9, Food
I don’t care if you bring food and drink, but you should bring enough for everyone. I will not supply food for everyone, as I may be the host I am also the game master and will be more focused on the game and preparing for it. So you can get together and plan meals or snacks for the sessions. If you do this you will be awarded Ta’veren Points that you can use. Also if you spill drink or food and it damages some of my gaming material YOU are responsible for purchasing a replacement for the group and you may be condemned to drinking from a sippy-cup for all eternity.