The "Consent" Rule? Readers [link to this!]

When playing IC - Character Disclaimer;

Your character in the course of role playing will be at risk of;

  • Being hurt (directly or indirectly)

  • Subject to random events (battles, wars, drunkards, evil/good characters)

  • Sometimes random adventures (usually administered, sometimes not)

  • Chat-wide plots/stories (with varying consequences)


While you are playing your character you are obligated to remember that where there is a 'battle' that can result in something violent;

  • You can run/move away if you don't want to be there (ignoring it is not ok, leaving the area is)

  • Use commonsense / courtesy; Killing someone's character without regard/automatically is not allowed. (and if it's munchkinism, you will be breaking the rules)

  • Legendary Characters who have been around have a reputation; most will know them by sight. Their skills and experience are renowned and not unknown to all.

  • If you pick the fight, you deal with the consequences if you fight. Don't complain when you get killed; you brought it on yourself.

  • If battle and a mage or warrior who's skills are legendary goes around killing people with powerful spells/abilities, remember there are guilds/npcs that can and will easily do the same en mass; quo quid pro. Word spreads.

  • When you play, you risk that your character can be hurt/harmed/killed. Being invulnerable/immune can be seen as munchkinism.

  • If you use magic mages know the consequences before they cast; they don't endanger the reputation of mages by letting fireballs off at random. they apply their magic intelligently and sparingly.

  • If you are using melee weapons; every warrior/wielder exerts control. They don't go around slaughtering people needlessly; they bring reputations that bring unwanted attention and people that reply in kind.

  • If you go 'questing' (official or not) your character is always at risk and can die in a quest unless told otherwise. Remember to ask the DM/Game Master and be aware.

  • Do not needlessly attack people because of personal OOC grudges; you will quite likely be banned.

Original Article :©2000 Pathways Staff (created/edited by Ben

How to I judge how much I get "hurt"? Readers [link to this!]

AD&D usually judges by rolling a dice and giving a random amount but within a contained value for each weapon. I bet you're saying "What? Don't want to learn all this stuff!" Well. Think of it this way. If it's a sword, it's going to hurt. A Blunt Object.

Don't think your character is immortal and a sword will scratch, and an arrow is like a pinprick.

Experiment! Go into your kitchen; find an apple (semi ripe) and a steak knife. (Or whatever is similar, breadknife?) And tap it with the knife; use varying degrees of force. Realise that this could be likened to a character's torso. The more you cut it, the more it 'bleeds' and unlike your character, the apple won't heal. After doing this for a while (chop it up a few times with some moderate and deep gashes, drop it a few times - but don't waste food and don't punt it around the room!) cut it in half and examine the bruising, you'll see why later.

Liken this also to how you've fought and allowed your character to get hurt (ahhhh.. did your char get hurt?). How damaged one of them would be hurt on the outside, (cuts, gazes, even ick! infection!) and the inside (bruised muscle, punctured organs).

When one thinks about it, playing an always-healthy character is 'boring' challenge yourself to limit your character, and impose such penalties. Enjoy the wider spectrum of roleplaying.

So I've been beaten some - what now?
How long should I play my character wounded? Depends on the severity. As a rule of thumb, one shouldn't go around with the

"I'm hurt really badly, pity me! pity me!" mentality, unless your character is like that (which raises a few doubts). Remember the concept of the apple, it's fairly bruised on the outside (cuts) and on the inside, it may take a while, for a gauge on times (this would be days/weeks that you visit KC not 'IC' days which seem to flow like water)

2-3 days - Facial bruising (usually from a brawl)
3-4 days - puncture wound (dagger)
4-6 days - stabbed with a sword / hit with a mace
1-2 weeks - stabbed a few times (sword)
2-3 weeks - beaten to an inch of one's life.

Or apply your own rules to how long, but a character that bounces back the next day has either got a very generous cleric.

(Remember if you use this option that a cleric will impose a price, and is not indefinite healing) Or has a very unbelievable rate of healing/recovery.

A cleric? Magical healing whoa! Is this possible?
Yes, such ideas exist. But you must also consider a few points here. Clerics can heal. A deity (God) that the cleric worships will show divine favour and allow him/her to heal wounds. But such healing is rare (yes, it is.) and could be costly in forms of money

(Steel pieces) or prices exacted (favours). This may even be, if you wish, a great reason to start an adventure (repay the cleric for the healing, find some herbs or a lost book.. use your imagination but don't get crazy!). So try not to use it often, and actually 'rough it out' with a hurt character.

Right! I've fought, I've loved, and I’ve healed!
Well, your character has actually been hurt? Congratulations! Is the character smarter from the experience? (Just that little bit more aware of mistakes, but not a battle master) does a large wound leave a telling effect? (A scar, noticeable limp...) or is it just another 'thing' that really has no telltale effect other than making your character that little bit wiser? Although it's not recommended having a new 'feature' like a missing arm, legs, or new scar, remember such things might add character. After all no fighter that survives battles is as unmarked as a newborn babe is.

Original Article :©Ben McGregor & Pathways Editorial Staff (Thali, Andre)

Fighting With Magic? Readers [link to this!]

This is quite hard to judge as swords people usually beat the living daylights out of a mage before they get the chance to cast a spell. Simply posting that you've cast a fireball is rather ... tasteless. In the AD&D rules (yes, it's a guideline, not a law) a mage must concentrate and get the spell components (exotic things, like bat guano, a blue'n'pink powdered tortoise shell) then go through the process of casting. How does one do it in KC? Here’s a suggestion

1. Get your spell components out and ready, recall the mystical words
2. Say the words in the right way, and use the components
3. Cast the Spell (here's where it'll have its effect)

Do remember to gauge the power of the spell, if you're playing a mage one has to be creative, but not extremely almighty. A fireball does not consume an entire city, but can range on how well the spell was cast, to how hurt the char is. Many things can affect the power of the spell (Questions? ask around nicely)

One must also be tolerant when fighting against a mage. For they are also skilled in battle but may never get the chance to do the "3-post" concept above. (Slapping it into two posts could barely be acceptable) Grabbing spell components makes your roleplaying seem more 'authentic' and more enjoyable/believable. But carving up a mage with your blade before he can do anything is possibly 'rude' and considered Arrogant

But for the mages, do remember it is duly as hard to cast spells when someone's bludgeoning you with an object, fist, or pommel of a weapon. (If they're close range to you) Restrain yourself to creative small effect spells, as casting a fireball in close quarters will immolate oneself also ('Crispycritter' type deal). How about a small spell to repel your enemy away from you, burning hands of flame (like a torch, not a nuclear warhead) bright flashes of light, hypnotic colours (the list goes on and on, just ask politely.)

Original Article :©Ben McGregor & Pathways Editorial Staff (Thali, Andre)

Fighting (hand-to-hand!) Readers [link to this!]

This is a guide, unofficial layout of how things could just work. And how your character is going to get hurt. Face it, the KC isn't the place where someone hits you with a sword and you exclaim "ow!" and put a band-aidŽ on the wound and dance off and pick pretty pink gilly flowers.

So, how in the heck does it work?
A Good question, since there's no set 'way' to do things, and how one should do it, lets make a guess and try with a basic idea and some common sense (yes, the authors of these things sometimes has some!) But most of all, you need to give us feedback! And be kind when you point out the faults/errors.

Can we set a quite possible end to this?
If you can, arrange on third-party software (AOL's instant messenger, ICQ or MSN's Messenger ) to see who's going to walk away. Look at it logically, battles with sword and sorcery is a place where a character can die (keep reading! there's a bit on this!) if neither of you can tolerate the idea of your character dying (mercy forbid!) come to an arrangement that one could get hurt somewhat. Although it may seem like WCW wrestling, ponder the idea of how one could inflict the end result (be creative it can be fun and challenging to do so)

Right! We're going to fight!
Ahh. Do ask yourself this question, how far away from you to your opponent(s)? Are you 10 paces away, 20 paces? Have you been yelling and cussing at each other from across the room? Or coldly threatening to carve the others heart out with a blunt spoon face to face? Usually this is something to think about, as you or your foe may have daggers they want to throw, arrows to shoot, or a spell to cast.

Do remember the distance, tell the other player that charging to get at him before you proceed to chop each other up into bloody fragments with a sword, or bludgeon each other to a bloody pulp with blunt objects. This can allow for many interesting things like having your weapons ready to meet the foe, or being caught unprepared. Yes, this means your character can be caught unprepared.

Also do note the location that you're about to brawl in. If there's a scene to play, there must be a set. Fighting in the inn is quite possibly a no-no. It's dependant on which Kcop is present, and how tolerant they are to your antics. If Grunk says That's enough! then it is indeed enough. But is it the end to a bitter rivalry? Perhaps you could migrate outside (And duly say it politely to Grunk) then your fight may proceed with unrestrained bloody and gory violence. (Quick tip: it's a rule of thumb not to fight/draw weapons in the inn, avoid if possible) bottom line: if you can't fight in the inn, lock swords and push your foe outside.

It's arranged how exactly do we do it?
Don't expect to jump off the deep end, there's several possible ways of 'fighting' let us not forget the bad way to do it. (Starter - see "the list" below) by having your character inflict deadly wounds in one post and "Winning" immediately. There's several possible ways to do it.

The Arrogant Manner
Eg. Is superior in every way, stabs poordude with his dagger through the heart
There's the "I HIT YOU! YOU'RE DEAD" Usually achieved by doing it one post or in an utterly unbelievable manner. This is somehow NOT acceptable to most people. Can you discern why?

The Consentive Manner
Eg. Swings at So’n’so with his weapon aiming to cleave her midsection
- What’s this? You didn't hit? What’s the deal? Basically you're letting the other player decide if their character is hit (usually a bad sign when the other player is never hit. Be careful who do you this with) and how badly you have hurt the other person.

Consider all the factors (size, weapon, and skill of the wielder) Perhaps you could discuss that you're doing it in this manner to avoid confusion (and as stated earlier, a predefined result is an additional bonus)

The Give And Take Manner
Eg. Darts in swiftly with his blade, scores a light blow on So'n'Sos midsection
- This allows for you to hit someone, but remember the Golden Rule "Do unto others as they would have done unto you". It's a nice system, slightly impractical but it can work with understanding and patience. Again on the upside the victim can also gauge how much their character is hurt. (Also yourself) But remember the consequences of this. One must be hurt to hurt.

The Punch Your Lights Out Manner.
Eg. Attacks So'n'so with an open handed strike to the chin
- Usually found in the inn, involves usually males with lots of testosterone trying to beat the other's face into an unrecognisable mess. Involves fists, feet, chairs, and tables. (Whatever’s handy in the inn within reason) usually one can figure out how much this hurts. But females can be just as nasty at this style of fighting. Exercise caution and common sense with this, as your char can die. (Note: no weapons should be used other than the aforementioned items that are available in the inn)

Original Article :©Ben McGregor & Pathways Editorial Staff (Thali, Andre)