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Role Playing
Guide to Kaerwyn
(Scroll down for the FAQ)
Before you can RolePlay on
Kaerwyn, you first need to know how
to Role Play on IRC, and proper RP
etiquette.
The operators (aka, ops @) are the
moderators of the channels. They
will watch to make sure that people
are RPing correctly and within the
rules of Kaerwyn.
Keep in mind that Kaerwyn is not
hack and slash, mission based, or
even campaign style role playing.
Kaerwyn is Creative Group Writing.
Naturally this means that you are
writing a story with other people.
This means that you must work with
these other people. The majority of
issues that present themselves in
this environment is player to player
problems.
So the first thing you need to
understand is that our players come
here to relax and have a little fun.
You must also understand that the
ops are here to try to maintain the
fun for everyone. One might think
it’s fun to play a character with
godlike powers. Most of the other
players would completely disagree.
We call this “Funkilling”. The ops
are constantly on the lookout for
“funkilling” situations. If you’re
called out, chances are you’re
funkilling or contributing to it.
What you want to do is work in
harmony with your fellow players.
You’ll find certain players that
you’ll enjoy RPing more than others.
Some players prefer to simply sit in
the tavern and chat. Some players
prefer fighting, action or plots.
It’s best to keep in mind what style
of RP others are looking for, and to
try to work with them.
The first thing you need to
consider, as a new player to
Kaerwyn, is the creation of a
character. Please note that for
brand new players, we require your
first character to be as mundane as
a typical Real Life human or animal.
You can make an anthropomorphic
animal character, or hell even an
alien, but you can’t give them
special powers or abilities (Or
items with special powers or
abilities). Keep in mind that this
is just for your first character;
afterwards you can make whatever
character types you’d like. We do
this so you can quickly get a
character through the approval
process and start playing.
Experience helps quite a bit when it
comes to getting a character
approved. The more powers and
abilities the longer it takes the
character to get approved as we
check the logic.
Now let’s go into Logic for a
moment. You’ll see this come up
quite a bit in Kaerwyn. A lot of
people confuse logic and realism.
Kaerwyn is a fantasy based RP, where
the rules are the limiting factor,
we try to leave your imagination
fairly unlimited (Within reason of
course). When we use the term
“Logic” we refer to a system of
reasoning. Bad logic is a system
that doesn’t make much sense. Thus
Good Logical Flow (The progression
of said reasoning) is very important
to this RP so that everything makes
sense together. We require all
characters, their worlds, their
history and their participation in
Kaerwyn to follow a reasonable
Logical Flow. By forcing players to
consider their characters, their
abilities, their histories and
homeworlds, we can better mesh the
RP with other characters who are
from completely different systems,
with different abilities, histories
and homeworlds. Realism on the other
hand means that we’d be holding
Kaerwyn to strict realistic
standards. While we do like to see
realism, as long as the
Suspension
of Disbelief holds up, we’re
satisfied with an unrealistic, yet
logical, explanation.
•Example of Logical Flow and the
Suspension of Disbelief for an
Unrealistic Subject:
My character is a human with wings.
Because he has wings, he can fly. He
has a twenty foot wingspan. Because
he has wings, his agility is
severely limited on the ground.
While it’s unrealistic for a human
to have wings, and it’s impossible
to even scientifically explain how
they can fly at all (Esp. with such
a small wingspan) the suspension of
disbelief holds. Thus we allow
winged characters to be flight
capable in many circumstances.
•
Example of Illogic that does not
hold the Suspension of Disbelief:
My character is a normal human. But
he can fly. There’s no magic on his
world, but he can fly anyway.
In the second example, the character
has the ability to fly… but it’s not
at all reasonably explained. How can
he fly if there’s no magic on his
world? Why should we let this
character play here if the player
cannot give us a reasonable
explanation for this ability.
How to fix the second example?
Simply rewrite it and include and
explanation for how and why the
character is capable of flight. The
ops and other players may offer
suggestions for broken logic. Do
consider their advice, it will get
you in faster.
Basically you need to be able to
explain your character’s abilities
and attributes. This is very
important to make sure they are
approved in a timely manner, but
also in play itself. If you can’t
explain your character very well,
players won’t know how certain plots
may affect them. That makes it
difficult to include you, and many
won’t bother.
Things you want to keep in mind are
the character history, age, build,
and abilities they have. If your
character is 10 years old, he’s
probably not going to be an
exceptional fighter. If he found
himself on the streets at the age of
four, he probably won’t survive very
long. If he’s a “self taught”
anything, he’s probably not very
good at it - without years and years
of practice - and still not as good
as the properly trained.
You might ask yourself, why is this
important? Because of the logical
mesh on Kaerwyn. If you score a
fighting character that is “self
taught” the same as a trained
soldier, there’s going to be a
problem. You need to logically
explain why that character gets the
same score (Enhanced abilities?
Racial trait? Magical or Tech
Augmentation?) And the more you
delve into that, the more logic you
have to apply to those explanations.
The best option is to keep it
simple. If you want a fighter, make
them a trained soldier, not a
self-taught street punk. If you want
a mage, they need to have spent most
of their life studying magic, not
some kid that found a book and got a
magic wand that does whatever.
Kaerwyn does not allow the “It just
does” mentality. If the explanation
is “It just does” or “The player
says so” then the explanation is not
good enough for this RP. You will be
required to do some research for
your characters. This goes for
mundane things such as where a
character is from (Climate, social,
customs, etc) to fantasy elements
such as magic or sci-fi technology.
Once you get a character approved,
there are some things you need to
know about RPing here.
Kaerwyn is very loosely considered a
“turn based” RP. Basically one
person makes a post, then the next
person, then the next. It’s “loose”
because turns can be skipped as long
as the flow of the RP isn’t
interrupted. You want to make sure
that you can keep up. Some players
can type very fast, some others take
a few minutes between posts. In
general, you don’t want to hold up
the RP. If you’re having difficulty
keeping up, you might have to try
creating a different character,
learn to type faster, or try to
figure out the character’s responses
faster. You can always ask other
players to slow down for your
benefit, but they won’t necessarily
comply. In some cases they feel
waiting a few minutes between posts
is unacceptable. This goes back to
finding players you enjoy RPing
with, and in this case, can keep up
with.
The turn based style is very
important during fights, which are
coordinated between players. Fights
are actually fairly rare on Kaerwyn,
but you can imagine that they do
happen. They’re one of the most
difficult parts of the RP to play
out, as your characters put their
money with their mouth is – and the
skills listed in the CS come into
play. During fights, your characters
will still be limited to the
turn-based style, because it’s not
fair for your character to get
several hits in while the other guy
is trying to type out his response.
Many players will ask that you use a
dice-based system to decide hits,
misses, and the amount of damage
done during a fight. Generally
speaking, most of us prefer simple,
well coordinated fights that don’t
require a lot of math skills and
actually end with some kind of
relevant, or plot conducive point.
Character strife is great for plots,
development and interaction. Fights
for fights’ sake are not.
When you do play out any kind of
interaction with another character,
be it fighting, or passing the
biscuits at the dinner table, you’ll
want to write it in an “attempt to”
style. To say that you did something
outright to another character is
what we call Proacting. This is
generally not allowed unless an
agreement has been made between
players.
•Example of Proacting a Throw:
*Lorelei throws a dagger at NPC’s
head, which impales itself in his
temple.
You cannot hit a character with an
object outright. The other character
plays the reaction of the throw.
•Example of Properly Playing a Throw:
*Lorelei lobs a dagger at NPC’s
head.
You can throw an object at or
towards a character. This way the
person on the receiving end can
decide what action to take.
Logic determines the flow of the RP.
While we leave a lot up to the
players, IC actions will lead to IC
consequences. If you stand in front
of someone’s shotgun and they pull
the trigger, there’s not many
logical options you have other than
getting shot. While we don’t want to
see characters die, this is just the
nature of the game.
So to summarize, Death, Injuries,
Alterations and anything that
affects another character is
determined by Logic, the CS stats,
and the affected character’s player.
We will help players try to find a
way to keep their character’s alive,
but only if it can be managed in a
/logical/ manner.
Now here’s a suggestion that you’ll
see on just about all RPs. Do not “metagame ”.
Here on Kaerwyn we call this “munleaking”.
This means that the information,
that you, the player has, is leaking
into the character. You might know
that Kaerwyn is the etheric plane
nexus world. The character
absolutely would not know this. The
character should only know what
they’ve been exposed to, or
theorized on their own BASED on what
they’ve been exposed to. If they
suddenly have the answer to the
question, or know the secrets of the
plot, that’s munleaking. That’s very
much a funkiller, and /no one/ likes
a munleaker ruining their fun. Best
way to avoid munleaking is to ask
yourself, “How would my character
know this information?” If you can
come up with a justified, logical
reason, then you’re probably safe.
If you can’t, you’re probably
munleaking.

-=+ Character
Creation Tips +=-
Before you do anything else in
Kaerwyn, you need to make a
character. Thus the question arises,
"What kind of character do I want to
play?" Please keep in mind some
things when you create your new
characters.
1. You'll want your character to be
well rounded, for every up there is
a down. Make them equal, if you have
to, ascribe certain attributes
points to them. They won't mean jack
shit once you start RPing, but at
least you're more likely not to have
"the lame character." Every
character should have certain
advantages and disadvantages, and
they should work in harmony with
each other. For example, if you have
a huge 300lb human fighter type, you
cannot make him stealthy and quick.
Disadvantages for fighters would be
slow and clumsy, Advantages would be
strength and better aim. If your
character is the classic "Thief"
type, then they would be Quick and
Cunning, but at the same time weaker
and make less an impact. Any
character that is strong, quick,
nimble and a marksman is likely to
get ignored, if not removed by the
ops.
2. (Personality and morals) One of
the biggest mistakes RPers make is
the lack of personality. They put a
lot of effort into fighting,
weapons, history and other character
attributes, but they completely
forgo the most important part, the
personality. What does your
character like? What does your
character hate? Is there something
that really pisses them off to the
point of irrational thought? What
about intelligence? Any common
sense? What about willpower, do they
give up easily? And most
importantly, WHEN you RP, keep ALL
this in mind. Your characters
actions and reactions should be
based on their personality
attributes. If your character has
high intelligence, but you allow
something stupid to happen for a
plot, then you are playing them out
of character. Example: Jane hates
Anthropomorphic animals. If I one
day decided I wanted Jane to meet
another character (who is an anthro)
and become friends, I would
seriously be playing her out of
character. HOWEVER, if that
character did something on his own
merit to earn her trust (which is
possible), it would not be
considered "lame."
3. (Abilities) People are all about
their characters special abilities.
While this is an important part of a
character, it's really insignificant
in the RP. This is also the part
where players become the most
unrealistic, and I mean beyond
suspension of disbelief. But in any
case, certain characters would have
certain abilities. Please keep your
attributes and personality in mind
with your abilities. You want your
characters to have somewhat
"realistic" abilities with
"realistic" limits. That does not
mean you cannot make your characters
have supernatural or extraordinary
fantasy powers. What it does mean is
to put some effort and somewhat
explain why your character can do
what it does. Remember, you can’t
really disarm a character’s
abilities, and that will make others
ignore you. Here's a list of popular
abilities:
-Shapeshifting is a popular
character ability, and it is also
the one most abused and unrealistic.
Often characters will change back
and forth without expending any
energy or whatnot. In addition,
players often don't put any effort
into an explaination for why their
character is a shapeshifter, what
their limits are, and what they can
do as a shifter. The werecreature is
a classic "lame" example. They are
extremely overused and generic. The
"Generic" werewolf is the most
common "lame" character. The
standard FFRP "lame" werewolf is one
that gained the ability through a
bite/attack, are extremely affected
by the full moon, and become
bloodthirsty beasts when they change
(but often still have some if not
all cognitive abilities). Put some
effort and explain WHY your
character gained the curse from a
bite, why the moon affects them, and
why they'd become bloodthirsty when
they shift. Good limitations for
shapeshifters are as follows:
inability to control the change,
don't gain uberstrength, don't gain
a lot of mass/size, can't change
back and forth on a whim or
instantaneously, et cetera.
-Telekenesis (TK) is another abused
character ability that RPers GROAN
about everytime they see it used. TK
is one of the most annoying
attributes another character could
have, simple because they don't have
to have direct contact to something
to move it, lift it, throw it, et
cetera. Other players also
specifically hate TK because there's
really no real way to dodge/fight
it. If you use TK to pick up another
character, you've effectively taken
them out of play as far as actions
go. You could also possibly ruin
plots by making something fall,
catching something that should fall,
or moving something out of a
character's reach. Good limits for
TK would be: only affects small
objects, must put all their
concentration in it, only within a
given range, easy to thwart, et
cetera.
-Magical Abilities are also very
popular, and very much abused. We
often frown on magic users for the
simple fact that players think they
can do or get away with anything
using their magic. Magic is not an
"end all" godlike solution to
everything. Magic, like TK, is also
very hard to dodge when you try to
use it 'on another character. Magic
users MUST have limits, period,
otherwise you are playing a minigod
that's got no use other than to ruin
plots and piss off other players.
Good limitations for magical
abilities would be: can only use one
type (fire, ice, healing,etc), weak
magics, must put all their
concentration in it, weakens the
character, only within a given
range, easy to dodge, etc.
4. Character history is an important
part of a character that's often
overlooked. The history of the
character is what makes them what
they are. Ideally you should be able
to explain all your character's
aspects in the history. They say our
experiences make us who we are, why
we react certain ways, and why we
have certain attributes. This is
VERY important for characters to
insure they are not "lame" or often
called "two dimensional." A
character should not be "A name with
stats", no, a character should be a
well rounded individual with a
colorful past that explains why they
are the way they are. Many players
never bother to focus much on the
character's history, thus the
character appears dead, dry, and
stale.
The character's background should be
the largest, most in depth part of
the CS.
5. (Weapons and Equipment) Sometimes
people have no interest in playing a
character with special abilities or
powers or whatnot. However, they
make up for their lack of
supernatural abilities with weaponry
and trinkets. Now the well rounded
character wouldn't be a mage AND an
uber warrior, so this is not
normally a problem. The issues arise
when people unrealistically equip
their characters. Often times people
want their characters to have
powerful weaponry. In classic FFRP
groups, guns and other similar "high
tech" firearms would /not/ be
allowed. In Kaerwyn, however, we
don't wish to limit your characters
like that. If you're playing a space
faring military guy, there's a
chance you've got a high tech
weapon. Now, here's the problem. You
can only keep what your character
can EASILY carry on their person.
This does NOT mean you go out of
your way to prove to the ops that in
fact, all your uber weapons can be
held on your person. No, we don't
want to hear that. It's unfair for
us to complain about magic users
when your "walking armory" can do
much more damage. So when you make a
character, keep in mind what weapons
and equipment your character has on
you. Does s/he have a sword and two
daggers? Does he have a scanning
utility and a phasor? Does he have a
berretta with a single clip of 9mm
rounds? You need to keep up with
what your character has and what
your character has used.
6. (Character Homeworld and
Background) Again, History is very
important for a character. It
explains everything that makes up a
character - from personality, to
knowledge, skills, and other
abilities. The homeworld also
helps to lay in the foundation of a
character. You don't need to
go into too much detail about the
homeworld. We're not really
interested in the overall
population, the weather, how many
moons it has, etc (Unless any of
those are significant to the
character's backstory). Having
a firm foundation for your homeworld
will come in handy later when your
character discusses their home, and
even allows you to set up plots
there.
7. (Character
Descriptions) Next you'll want a
physical description for your
character. Now technically you only
need to write one description,
however when you post this on IRC,
you're limited to about a paragraph.
Often times that's not enough for
many players to adequately describe
what their characters look like.
This is where the Character Sheet
(CS) comes into play. In the CS, you
can be as thorough as you wish, make
it several paragraphs, go all out!
You can also post a picture of your
character in your CS if you have one
available. A picture is worth a
thousands words afterall.
8. (Kaerwyn
Arrival) - Finally, before you can
play your character on Kaerwyn, you
need a reason they got there. Many
players make their characters fall
through a rift during some kind of
stressful period, or when they are
near death. Characters don't often
see the rifts when they enter
Kaerwyn either, some just walk down
the street and suddenly they're in
the middle of the woods. Just
remember that if your character is
aboard some kind of vehicle when
they enter the rift to Kaerwyn, that
it will be removed from Kaerwyn by
the dragons when no one is looking.

-=+
Creating the
Character Sheet (CS) +=-
Download: Formatted
Character
Sheet
Download:
Basic Character
Sheet
Approved Character Sheets are
required for characters on Kaerwyn.
Writing the CS isn't too terribly
difficult. Getting it to pass the
approval of the ops is generally
what gets people in trouble.
You need a two-op approval for your
CS. So read this carefully and
hopefully you won't have any issues.
If you think you're going to need help with your CS,
feel free to post what you have in
the Chaos Rift forum. That's the
forum specifically for Character
Critiques. The other players can
help you whip your character into
shape without putting more work on
the backs of the Ops.
First, if you're a brand new player, your first
character must be 'mundane'. We have
a very nice post on the forums with
specific information on the
Mundane Rule and what we
consider to be "Mundane" for CS
purposes. Remember, what is
considered "mundane" is based on our
interpretation, not yours.
Essentially, a 'mundane' character is one that is
comparable to a vanilla human. This
means no special powers, skills,
weapons, etc. It might /sound/
boring, but it will get you into the
RP very quickly. Many of our
players (who bemoan the mundane
rule) find that playing a normal
human character in an abnormal
environment to be quite fun.
Now, to the CS itself. All fields are required
for the CS. One of our players
has created a program that will let
you fill in the fields and it will
create the CS for you. You can find
the
Character Sheet Generator (CSG)
thread on the forums. For
people who don't want to use the CSG,
you can simply open the CS into your
favorite text editor and work on it
from there. Save often!
Keep in mind that the CS should be
filled out from a Third Person
Omnipotent Point of view. It should
not be filled out from the
character's point of view. This
means that all the fields need to be
filled out with accurate
information, even if it is unknown
to the character(s). In
addition, certain fields should be
filled out in Imperial System of
Measurement (Such as height and
weight).

-=+
Frequently Asked Questions +=-
1. What
exactly is The Realm of Kaerwyn
about?
This site is the main resource for the IRC (Internet Relay
Chat) based Creative Group Writing
Role Playing environment known as "The
Realm of Kaerwyn." We RP
on IRC in a chat room, writing our
character's actions and dialogue in
real-time, as we go along. If
you need help with setting up your
irc client, or getting connection
information, please see our RP
Guide.
2.
What is Creative Group Writing Role
Playing (CGWRP)?
It's basically how it sounds. This is not a hack'n'slash RP, nor is it
combat oriented, or based on a bunch
of stats. CGWRP is about
immersing yourself in a story,
either one we're running for
everyone to enjoy, or for you to
make little stories on your own. The
point is that it's "group writing"
so you're involved with other
players at all times. This
also means that Kaerwyn doesn't have
a traditional GM. We usually allow
people to freely decide their
actions, and let logic dictate the
consequences.
3. What am I allowed to do as far as
character creation goes? Do I need
to know a system like Vampire: The
Masquerade or D&D?
We do not restrict characters based
on systems, but by how well they
mesh up with our expectations and
our general rules. Most
pre-created characters have
difficulty being 'ported' to
Kaerwyn. Many D&D and White
Wolf characters are considered
'overpowered' or 'twinky' by
Kaerwyn's standards. However,
that doesn't mean you can't try. As
long as your GTS is within the rule
limits and your explanation is
reasonable and logical, you'll make
it in. (Of course that's often
easier said than done).
4. I have a character from another
RP/Story/Comic/etc. May I use them
in Kaerwyn?
Yes, we don't care if you use a
character from your own creations,
so long as they fit Kaerwyn's
setting and rule standards.
You are also allowed to submit
characters from other popular media
(Such as characters based on video
game worlds, other comics, TV shows,
etc). You are not allowed to
play a named character from the
media, such as Harry Potter, Locke
Cole, Captain Picard, etc). Do keep
in mind that Kaerwyn is copyright to
Jakkal and she will not allow people
to use it in their stories, comics,
or anything else. If you are
planning to use your RP in your
stories, you should probably find
somewhere else to RP.
5. How do I start playing? Do I need
to talk to a channel op or have my
CS preapproved? Do I need to
register my character in some way?
All played characters (PCs) must
have an approved CS on the forums.
This means you need to go to the
forums, read the information
available there, pick up a CS, fill
it out, and post it. You'll be
required to take the GOD test and
list your answers there as well.
All brand new players must submit a
'mundane' character as their
first. We suggest you first post
your characters in the Chaos Rift
Forum so you can get help from the
Kaerwyn playerbase in general. Then
you can post it in the Wayside Forum
to see if it makes the cut.
Once your character is approved by
the op staff, you can start playing
immediately.
6. Am I allowed to watch the RP
first, to see if I'd enjoy RPing
here before I put the effort into a
CS?
New or prospective players are
allowed to watch a session one time
to get a feel for the RP, so long as
no players object. We do not
allow players to watch the RP unless
they are actively involved with the
RP. We often compare the RP to
a skating rink. Once you're in,
you're in and involved. If you walk
out on the rink, you'll ruin it for
everyone else.
7. I Noticed you guys have a comic based on your RP, will my character be
allowed in?
No. To put it simply, no. The
characters currently in the comic
are long standing friends of the
artist, and she doesn't want to have
to go to any extra effort adding new
characters, nor does she want to
spend her free time and effort
drawing other people's characters
for free. To be blunt, the answer is
No. The comic and the RP are
completely separate.
8. As a brand
new player, once I get a mundane
approved, are they allowed to grow?
Can I start posting less mundane
characters?
Mundanes are allowed and expected to
grow. One of the parts of the CS is
"Aspirations for your Character".
That's basically where you list what
you'd like to have happen to the
character over time on Kaerwyn.
The other players and ops will try
to work with you to make this
happen. Just do keep in mind that we
still follow the logical flow -
mundanes aren't going to instantly
know magic. They aren't going to
become shapeshifters with complete
control. These skills take time to
build. Once you've
gotten your feet wet on Kaerwyn and
you better understand the nature of
the RP, you can post a less mundane
character. This time usually
takes about two weeks to a month,
depending on the player. There
is no hard/fast rule about when you
can post a non-mundane.
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