Rules

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House Rules

Character Creation

Posting Guidelines

Combat Rules

Technical Issues

Greetings and Welcome to the Wold, The first portion of this document describes how to logon to WoldianGames and what to expect when you are logged in and other technical details. I will be sending you your logon information. You may have already received it. Please contact me anytime you have problems or questions concerning the site.

Enjoy!

John Klinger

(Master DM in charge of woldian.com programming)

jtklinger@usa.net


Finding Your Game:

To find your game, logon to the site by going to the games page at: http://www.woldiangames.com/games/index.html

Choose the game in which you are playing. At the top of the screen you will see a LOGON button. When pressed, this button will take you to a screen where you can enter your logon and password.


Logon Screen:

Note: cookies must be enabled to logon to the site. Some browsers also have a "session-only cookies" option that must be enabled. I will send you your logon information. You may have already received it. It should look something like:

Logon: santac

Pword: reindeer

Note that this is not a real logon or password, but just an example. Type in your logon and password in the proper fields. Note that the logon and password are case sensitive.

Below these fields, there is a toggle option to "Logoff when browser is closed." When this option is selected, you will automatically be logged off, once all your browser windows are closed. You may deselect this option. This causes a cookie to be stored on you computer. The next time you visit WoldianGames.com, this cookie will be read and you will be automatically logged on.

If anyone else in your household is a member of WoldianGames, please carefully consider whether you should have your logon remembered. Even if you choose to have your logon remembered, the site may periodically request you to verify your identity by logging on again.


Forgot Your Password?


If you've forgotten your password, you can enter your logon name at the bottom of the logon page, and we will see if we have an email address for you. If we do, we'll email your logon information to you. If we don't have your email address on file, you'll have to contact the Campaign DM, or myself (John) to find out what password has been assigned to you. (See the "My Profile" section below for instructions on how to specify your email addresses).


Basic Posting Fields

When you view an active game in which you have permission to post, you'll see a set of forms on the bottom of the page. These forms are where you enter your turn.


Post Name:


Enter your character's name here, followed by any active spells and other stats that may be useful to other players or the DM.

Example:

Tericus (hill giant strength, poision immunity)


Die Rolls:


This field contains the results of die rolls made using the buttons below this field. Obviously, you should decide what your character will do before you roll the dice and not let temptation cause you to change your actions when the dice don't land your way. -----------------------------------------------------------

Message:


Enter or "post" you character's actions here. There are instructions and advice below about posting. Read them carefully. You may write your post in paragraphs, however, such long posts are sometimes frowned upon depending on the situation.


Post Formatting:


All HTML within a post is ignored. However, everyone can use special tokens to perform basic text formatting and to insert links or email addresses.

The format statements are shown in the following examples.

[b] Bold text [/b]

[i] Italicized text [/i]

[u] underlined text [/u]

[center] this text will be centered [/center]

[link]http://www.woldiangames.com[/link]

[link href="http://www.woldiangames.com/games/"]Visit the Games[/link]

[email]jtklinger@noname.com[/email]


Private Posts


If the "Post Private to DM" option is selected, your post will only be visible to you and the site DMs.


Submit:


When you are done entering your "post," simply click the Submit button. A "you've posted" screen will load letting you know that your turn has been entered properly.


My Profile

Within the gaming arenas of WoldianGames, you can access your profile using a link provided at the top of the page. The "My Profile" pages allow you to review and modify your logon, password, and personal information.


Your Name:


This field contains your first an last name and is only available to the Campaign DMs, Site Administrator, and Master DMs. It is not viewable by the public.


Your Logon:


This field contains the logon name that must be used with your password in order to gain entry onto the site.


Your Password:


Your password is used with your logon to gain entry onto the site. For security reasons, your password will never be displayed to you. If you lose your password, use the "Send Profile" button, or see the "Forgot Your Password?" description in the "Logon Screen" section.


Your Public Name:


There are portions of the site where an individual is identified to other members of WoldianGames. In these places, your public name will be used for your identity. Your public name can be your first and last name, or anything else that can uniquely identify you to other players.


The Date You Joined:


This field shows when the day you first became a member of WoldianGames


The Number of Posts You've Made


This field shows the number of posts you've made on WoldiaGames, including public message boards like the Loot 'n Booty and the Red Wyrm Inn.


Your Email Adresses


You can associate up to three email addresses to your account. When you request your profile or logon information to be sent to you, they will be sent to these email addresses.


Editing Your Profile


For security reasons, you will be requested to provide your password whenever you make modifications to your profile.


Thanks for joining us, it should be a lot of fun. Let us know all the crazy ideas you have to improve the size and make gaming more enjoyable. We have a list of great enhancements, and would love to include yours.

John Klinger

Tapestry Game Rules

The Magic Tapestries 2.1

A number of Magic Tapestries hang on the wall of the GG (Giggling Ghost) which at times allow PCs to enter and live through an adventure inside the T (tapestry).

To enter the T and begin your game, all PCs in the game must touch the T or each other. This causes the T to shimmer taking all within its structure. The PCs will then find themselves in whatever location the DM has chosen. The Tapestry is not visible from within until the end of the adventure, or for a short time if a PC dies. If PCs choose to exit the T when a death occurs, the adventure ends.

If a PC dies within a tapestry the body floats out of the T, through the GG, and out the door. Players who die may not re-enter the GG for 24 hours. They may not re-enter the T after being ejected. Raise Dead and Resurrection have no effect in the Ts. Tapestry games normally will have a higher death count than Permanent games.

Both characters from our permanent games as well as temporary characters created just for a T game or from a previous T game may be used in the Ts. If a permanent PC is not 10th level, it must be altered to be that level. Allowing Temp PCs lets players try other types of PCs than the ones they play in our permanent games. Players may bring in a temp PC into the GG one week before the T scheduled module begins and it can remain until one week after it ends.

PCs can be in only 1 T game at a time. Players may be in two T games at a time. Players may only play 1 PC in any T game.

The Standard T adventure is offered at 10th level. T games may contain 4 or more PCs. XP is not given. PCs for a T game may obtain standard PHB supplies for free except for masterwork items. Permanent characters being altered for the Ts may keep their current skills and feats for simplicity or alter them for 10th level. The DM will supply magic for the adventure. Magic Items are lost at the end of the T module.

PC performance in T games will be rated on a Rubric System from 1-5. Treasure will be given in accordance with that. PCs that perform well will be rewarded with treasure to give to any Permanent PC that is active in a current Woldian Game. (See Appendix 2 for the standard rubric DMs will use.)

All T treasure is magical and group oriented. All T treasure comes with an expiration date. It must be used by then or bad things may happen. It is intended to be used by the player to affect the entire group for a duration of time. All T treasure is given in the form of "seals" which may be affixed to anything. It is touch activated and the recipient can use the seal. DMs will develop their own means for the delivery of the seals to the character. Creativity in doing this is encouraged. (See Appendix 1 for a few examples of T treasure.) Seals cannot be sold. Each is keyed to the character that receives it.

Each year, one player will be selected by the MDM over the Ts to receive the T Player of the Year Award. This player will have a plaque added to the Wall of Heroes in the GG in the name of their favorite T character.

Non-Woldian games may be offered in the T, but not as a "T Game of the Month." We must have DMs set to run the next 6 TGOTMs before we will allow a non-Woldian game. Get approval from the CDM and the MDM in charge of the Ts before planning a non-Woldian Game.

The GG becomes a non-monitored board. GG modules now move to the Ts. Occasionally, we will offer a GG module instead of a T Game of the Month. The GG now becomes a place of chat and friendly competition and wager. There are plenty of things to do in the GG to keep people who are not on current Tapestry adventures occupied and entertained. Any DM or ADM may post a binding post in the GG to resolve anything that needs resolving.

The T's MDM will recruit Woldians to DM T games so that one new Woldian T game will start each month. Tap games may be of any length. An unlimited number of T boards may be created. All people currently signed up to DM in the GG will now be reorganized to DM a monthly T game.

Any of the above rules may be waived or changed with permission from the CDM.


Appendix 1: Seals

All tapestry and other non-permanent game treasure will be in the form of seals. Seals consist of a thin wafer with an imprint of an Old-Woldian alphabet letter imprinted in it. It is an Official Woldian Magic-Item Type. Seals stick to clothing, armor, skin, and anything else that is considered being worn by the owner. It cannot be sundered or removed without the "will" of the owner. If the owner dies, they lose their magical properties forever and disappear. Seals can be activated in various ways such as tapping, breaking them into, tossing them, etc. The seal reveals its method of activation to its owner. Seals activated by tapping are activated as a Free Action. Seals that must be broken or thrown, etc. by the owner to activate them cost the owner a Move-Equivalent action when this is done. Once used, the item disappears.

Seals are normally group affecting one-time-use items that have very short durations and minor magical effects. They are usually considered less potent than potions, but this is not always the case. Seals that affect individuals only do exist, but they are rare. Some seals also can edge on the powerful. But this is very rare and goes against the spirit of the concept.

Obvious ideas for seals:


+1 to hit for 3 rounds for the group.

+1 to saves

+5 vs. fire for 3 rounds.

More Creative ideas for seals:

Group potions allowing group invisibility, water breathing, gaseous form and the like, but lasting for only a short time. Group can talk telepathically with each other for a short time. Group can all hide inside the item for a short time. Individual in group can get a +10 to any bluff check one time during the next 5 days of posting. Item acts as a boon gift for Gargul in case someone dies. It helps to appease Gargul when asking for the life of a comrade.


Appendix 2: Basic Rubric for determining Tap Treasures (Seals)

This is the standard rubric used to determine T Treasure. DMs may include their own criteria that are module based for their T Treasure Rubric, if they desire to.

Poor/Failure--fails adventure (no T treasure) 2. Below Expectations--succeeds in adventure, in some sort of partial way or unnecessary multiple deaths occur (no T treasure) Meets Basic expectations--beats module, but just barely (possible single Seal of weak power) Exceeds expectations--not only conquers module, but also does so with style, great role-playing, and creative thinking (2-3 seals per character) Above and beyond--incredible teamwork, heroism, great success in all areas of module, uses creative solutions, accomplishes tasks with great honor and aplomb. (3-5 seals per character)


Appendix 3: Expiration of Seals

Starting with an announcement about the end of January 2004, by the Master of Taps (Justin), all seals will expire after a time.

Official Seal Expiration Schedule (2nd revision):

All current "non-colored" or "clear" seals expired on December 31, 2004.

We now use a color system for the giving of seals:


white seals = Jan-June 2005 (expire June2006) green seals = July-Dec 2005 (expire Dec2006) golden seals = Jan-June 2006 (expire June2007) black seals = July-Dec 2007 (expire Dec2008) etc. Expiration dates will be set for one year after the seal has stopped being given.

Any seals listed by a player without their color explode causing any effect that the DM wishes.

The Master of Seals keeps a master seals list.

Everyone has to send all Seals actually given to the seals master with the following information:


-Name of seal -Color and Date of Seal -DM and game/situation for the award Thus any DM wanting to check the validity of a seal can ask for that information from the Master of Seals.

Any seals not on the Master Seal List explode causing the DM to undergo one full day of derision in the Loot n Booty Tavern.


Appendix 4: Grandfather clause involving clear to white seals Dec. 2004

(emailed to all Woldians on Dec. 30, 2004)

Ok, we're going to allow all seals given since July 1st of 2004 to be automatically changed now to the new "white" color.

This can only be done with your permanent game DM. They will note the change on your sheet and the color can only be changed with their permission. DMs note this on your board with a private post.

Ex: Sarah's character Goofus has had the following clear seals changed to white as they were given out after June of 2004.

Seal of Honor (Gold Tapestry given August 2004 by DM Dragon)

Seal of Forgiveness (Scarlet Tapestry given December 2004 by DM Demon)


The character sheet should note the date of the DM's private post. If the sheets do not show this, the change is not official.

The window of time for this change is now through Jan 31, 2005. After that, no further seals can be changed from clear to white.



This page updated 1 September 2005 by Kim McCoy. Text from Rulesmeister Kent Lewis.

Magical Seals

SEALS 3.0

Seals 2.0 answered all our problems concerning the power of 1.0 seals. They were very balanced. However, they were also boring as well as weak. Our Woldians want a useful creative "gift" as their reward for playing in a Tap game or winning the lottery. Useful and creative. The 1.0 Seals were creative, but too powerful. 3.0 seals will endeavor to combine both our need for balance of power within the game as well as being creative and fun to use. The latter is the more important, for without fun, why play the game?


Basic Parameters:

--Seals may not be given, traded, bought or sold. They may be used, however, upon another being.

--Seals will only affect an individual, not a group.

--No character may have more than 6 slots of seals. Level 1 seals take up one slot. Level 2 seals take up 2 slots. Level 3 seals take up 3 slots.

--If a character earns more seals than he has slots, he must choose which seals to keep so as to remain within the slot requirement. Seals are not / removed from their slots until the spell is actually expended. So a character cannot cast a Hobgoblin Seal and add more seals to his collection until the Hobgoblin Seal has been expended.

--Only one seal may be used in any combat.

Seal Levels:

There will be three levels of seals.

1st level or Goblin Seals.

Awards for lottery and birthdays and hey aren't you cute. They mimic low level potions. They resemble 0-1st level spells and may be used creatively. They either serve a "rare" purpose, or no purpose at all.

Rare purpose: [only works vs. an unusual situation, short term, single effect.]

Goblin Seal of Wild Healing: Heals the damage of one attack from a fey creature.

[No purpose: [creative use only, no game terms involved other than duration]

Goblin Seal of Purpleness: Turns the recipient purple for 5 min.

The object of these seals would be to FIND a way to use them creatively and usefully in roleplay and that would/could earn extra exp.

These seals do not really change in power for a higher level character. Creative is creative. A character does not need a more powerful seal here to be more effective at higher levels. It is all about creativity.

These seals are made by goblins so they are called such. Goblin seal of this and that. Using the name goblin is less confusing than saying that the seal is a 1st level seal since the term "level" is used for so many things in the game.

2nd level or Hobgoblin seals.

Awards that offer practical help. They are straightforward and non-creative. They are used for a larger reward. They still tend to be specific rather than general. They can be prepared early and remain active until used.

Seal of MM: adds 1d6 to a Magic Missile spell. Seal of Healing: adds 1d6 when casting your next cure spell. Seal of Listening: adds +2 to your next listen check.

These seals can be adjusted for higher level. They are automatically written for levels 1-7. If the character is levels 8-14, double the effect. If the character is levels 15-21, triple the effect. (So a Seal of MM would be 1d6x3 for a 20th level character.)

3rd level or Gnomish seals.

These rarely given seals are game shakers. They are magics that, when used by a creative and smart player, CAN unbalance a combat. As Anthony said, "Woldian DMs need these seals around. It keeps you on your toes. I KNOW. Gifts I have given have come back to bite me in the butt HARD."

These Gnomish seals when used correctly make the DM have to say, "I, your lovable DM, worked for 3 weeks on this combat and you ended it in 30 seconds!" However, the Gnomish Seal was used creatively and SMARTLY. The owner came up with the perfect use for it and waited for the perfect time. Then she used it and WHAM the DM cant do anything but say you win. These things should not be obvious. They should simply hold potential. Anthony continues, "One of the reasons Jerry and I love to work together is we absolutely LOVE the fact that the other one can turn our whole plan upside down and backwards and use it against us in about 30 seconds. It makes us better thinkers and better DM's."

There should not be many of these seals out there and they should be earned and individually selected by the DM, The DM of the Taps, and CDM Jerry. Any ADMs or new DMs to a game should be instantly aware of the presence of one or more of these seals and which character possesses it.

Note that these are not uber seals that can turn the tide of a combat in any situation. They must be used in a smart and creative way to take advantage of the magic they provide.

Also, because of the power and source of Gnomish Seals, there is an inherent chance of failure when each is used. Here's how that works. When player receives a Gnomish Seal, the permanent DM of the character that receives the reward also receives from the giving DM, an alternate result that will occur if the percentage roll is missed.

Note that Gnomish seals are still somewhat specific rather than general.

They can let a character use abilities and skills that are not normally his to use. They can simulate a spell or give a metamagic feat. They can acquire one ability of an enemy.

Examples:

--Cross Class Gnomish Seal -- +10 to any cross-class skill that has no skill points placed within it. 20% seal failure. Failure means that the characters suffers -10 to the class skill he has used the most during the last month.

--Acquire Super Gnomish Seal -- Acquire supernatural ability of melee enemy for 1d3 round. 30% spell failure. Failure means that your enemy acquires one of your abilities for 1d3 rounds.

--Double the Range Gnomish Seal -- Doubles the range of any weapon or spell up to the limit of the character's sight. 15% spell failure. Spell failure gives this ability to your opponent.

These seals are only for special awards. The following are examples of situations when Gnomish seals can be given:

1. Character is voted the MVP of hit tap game. 2. Character wins a tournament that has over 10 contestants. 3. Player participates in and survives 5 tap games.

Shopping in the Catacombs

Catacombs Policy (October 2005)

1. Only core items (from the PHB and DMG) or Wold original items (found in the Oshirr House part of the site) are allowed for purchase or exchange.

a. Items may not be bought from the Epic book, the Psionics book, other Wizards of the Coast books, other third party books, magazines, other Web sites, and so on.

b. Woldian seals, oriental weapons, and technology-inappropriate items from the DMG may not be bought or sold. Other items may also be placed on this no-trade list by the Campaign DM.

2. Pricing for standard items are listed as the Market Price in said book.

3. For all standard items in the DMG, the exchange rate is as follows:

a. Items sold in the Catacombs will receive 90% of their total value listed in the DMG.

b. Any change due to the customer will be given in either gold or gems, whichever the customer prefers.

4. Specialty order items should include the words RED TICKET in the Post Name field.

a. All specialty order items are pending DM approval. Specialty order items consist of the following options:

i) Scrolls not listed in the DMG (example: Scroll of Erase) ii) Potions not listed in the DMG EXCEPT for spells with a range of "personal" and target of "you" (example: Potion of Ventriloquism is okay, Potion of True Strike is not) iii) Wands not listed in the DMG (example: Wand of Water Breathing) iv) Staves not listed in the DMG (example: Staff of Acid that lets you cast Acid Splash and Acid Arrow) v) Weapons and Armor created with the DMG tables (examples: +1 whip of spell storing, +5 animated mithril buckler) vi) Non-core rods and rings are NOT allowed vii) Non-core wonderous items are NOT allowed EXCEPT for versions of core items that differ in body slot but do not break the rule for affinity. Such items cost 10% extra. (example: +4 Gauntlets of Strength are okay, +4 Goggles of Strength are not) viii) The policy on combo items (ones that combine the powers of two or more lessers items) is currently under review.

b. Restrictions

i. All specialty order items must be original (ie. it can't be an item that is found in another book.. ii. If a completely unique item is desired (ie, it does not fit a category above) the customer will be referred to the Black Genie Center to research the item. iii. The very first time that a particular specialty item or BGC-approved item is purchased, there is usually a 10 percent surcharge for lab and library use (see 5c below).

5. PCs Making Items

a. The PC's DM approves the manufacture of the item(s) and confirms that the PC has the required feats, spells, and skills (Or a friend who does and is willing to help)

b. Base cost is half market price

c. For items that require it (first time purchases of red ticket items and BGC-approved original spells and items), lab and research fees are 10% of full market price -- but may be waived if the PC's DM says the PC has access to a lab/library.

d. Time and xp costs must be logged as spent by the PC's DM.

i) Time and experience points used are exactly as detailed in the PHB and DMG for core items and specialty (Red Ticket) items. ii) For Wold-unique items from the Oshirr House, time spent is per the PHB and DMG, but xp costs are waived.

6. Identification of items in the Catacombs will be performed by a 1st level mage. The cost of identification is 10gp plus a pearl of at least 100gp value per item.

7. Purchase of Items from the Oshirr House

a. If a character researches a specialty item in the BGC and then purchases it for themself (for example, Renik’s Shades of Smooth Talking) before another character buys a copy, then the originator of said item is entitled to 10% of the profits from further purchases by any Woldian character. (So, if Renik purchases his glasses, and then Ashira comes in and buys a pair, Renik will be credited 10 percent of the market price) (Renik himself gets a 10% discount after the first time he buys his own item.)

b. The Catacombs Staffer who handles the transaction for the Oshirr House item will send a voucher for the 10% commission via email. The notice will be sent to the originator, the originating PC’s game DM and CC’d to the Catacombs Manager and the CDM.

c. A researcher gains this 10% commission regardless of whether the researcher has the item creation feat needed to make the item themself.

Black Genie Centre

Genie Rules

Researching in the Black Genie Center -- October 2005

The Black Genie Center is a public out-of-character board where you can develop original Woldian material for use by your character and, later, by other characters throughout the Wold.

Start by discussing your projects on the board with other players. Even if you are not developing something yourself, stop by the board to comment on other player's ideas. You may develop literally anything. Prestige Classes, Spells, Skills, Feats, Magic Items, etc.

However, you can only research projects that your character will personally create and use as soon as reasonably possible. If you want to research a magic item but you do not have the necessary feats (and maybe spells), then you can still do the research here, and then, if successful, purchase the item in the Catacombs for full market price.

You may not research projects that have been published or copyrighted by others. That means that in the Wold you may use only the Core 3.5 D&D Rules and original Woldian material. The supplemental books, Dragon magazine articles, items found on non-Wold Web sites, and so on are not allowed.

You may post as often as you want on the BGC board. As you work on your project, consider advice from others, including Development ACDM Cayzle, but ultimately the choice of what to include and not to include in your project is up to you.

Whe you are ready, prepare your proposal for submission and post it on the BGC board. Your proposal should include answers to the following questions:

1) What do you want to do? 2) Why is it necessary? 3) What will it change, or create? 4) Why is it Woldian? Why does it fit in with the Wold? 5) How has your character invested in the proposal? What role-play efforts has he or she made in game? What sacrifices will be made, or resources spent? 6) What is the actual project, written in rule form for posting on site?

When things are developed and ready for approval, send your proposal to Cayzle (cayzle@yahoo.com). He submits it to the Powers That Be, and it may be accepted, denied, or revised. If accepted, you may have to go through several drafts until it is up to the quality necessary to achieve Woldian approval.

Once you've been approved, you will be able to develop the approved proposal in the game.

-- If it is a feat, skill, or prestige class, you can add it to your PC sheet as soon as you qualify -- with an open feat slot, new ranks, a new level, etc. You may also be allowed to reshuffle your skills and feats so that you can take the new option right away.

-- If it is a spell, you can now research it, per the rules in the DMG. First, you have to have access to a well-stocked library. Second, research costs 1,000 gp per week of study, and one week per level of the spell. Third, at the end of that time, make a Spellcraft check of DC 10 + the level of the new spell. If you succeed, great. If you fail the roll, start over. Keep spending one week per spell level and 1,000 gp per week until you succeed with the check.

-- If it is a magic item, you can create the item in the Catacombs, or have the Catacombs create it for you (see above). Normal costs for doing so apply.

After your character is actually using the new material, a write-up for it will be added to the Oshirr House section of the Wold site, and others can use it. The name of the item will give credit to the creating character. If it is something sold through the Catacombs, the standard royalty will be paid to the creating character -- even if the creating character does not have the feats needed to make the item personally.

Note that all new creations are on probation as they are playtested in the Wold. It is possible that the item will be adjusted if necessary, even after final approval.


Genie Philosophy

BLACK GENIE CENTER PHILOSOPHY

It is not easy to get proposals accepted in the Black Genie Center. There are several high hurdles that must be passed. Proposals must be Necessary, Balanced, and Woldian.

In a regular face to face game, with a single DM and five to eight players, if one in eight players is creative and wants to make a few new spells or magic items, no harm is done. But in a game with 12 to 15 DMs and 100-plus players, one in eight creative players means ten or more people generating new content. And the Wold is a long-term game, so over time, more and more new things appear. Moreover, we rotate DMs regularly, and it is hard for a DM to take over a new game and get up to speed on eight new PCs -- it would be even harder if many characters sported lots of novel, unique, non-core items, spells, feats, weapons, and prestige classes.

In short, in a game like the Wold, a high level of new-stuff-generation makes all games harder to run. And after a while, with enough new things, the game grows to resemble D&D less and less. We add new players all the time. It is hard enough for a newbie to figure out the Wold -- how much harder it would be when everyone is using new spells, scrolls, races, classes, feats, and skills!

So the solution is to keep the level of new content generation down. The way we do that is simple. Not only do proposed new things have to be balanced for play, but they have to be necessary and they have to be Woldian. For example, yes, you could create the mattock as a weapon for humans to use. But would it be necessary? Would it enhance the flavor and atmosphere of the Wold?

By imposing all three tests -- Necessary, Balanced, and Woldian -- we keep new stuff to a minimum. Moreover, and most importantly, we make sure that the new things that ARE allowed in fact enhance the Wold experience for everybody!

A final factor is character investment. A high character investment means: (1) The proposal is created by a specific character. (2) The proposal really fits a character concept particularly well. (3) The proposal follows in-game effort (quest for components, research, roleplay, etc). (4) The proposal comes to the PC at a cost -- gold for spell research, feat slot used for an item creation feat, skill ranks devoted to the proposal, etc. A proposal that is directly tied to your Woldian character is more likely to be approved.

NON-CORE RULES ARE NOT ALLOWED

We stick to the Core books because we know some folks prefer not to buy every book out there. So if we let players use stuff from non-core books, we could get in a situation such that a DM has to make a ruling on something but doesn’t have the sourcebook for it.

We used to allow non-core rules if the player retyped the entire rule in his or her PC sheet. I remember Kim McCoy had about 20 pages of psionics stuff typed into his sheet! But there are copyright issues in going that route -- especially if we ever get around to putting all PC sheets up online at some point. Since we are getting more ambitious and are eyeing publication of some of our Woldian content someday, we decided to put a lid on that kettle of fish by sticking exclusively to core content plus Wold-only content.

It is also worth mentioning that the atmosphere and style of the Wold is important. For example, we do not allow oriental weapons in the Wold, and monks tend to be more wrestler oriented than martial artists. We also do not allow psionics. You cannot shapechange or polymorph into any dragon shape. These house rules, set down by the Gericko, are intended to preserve a certain flavor.

NEW PROPOSALS HAVE TO BE WOLDIAN

The Gericko gave a great explanation of why we want all proposals to be Woldian. He said:

“For me the issue is more of a quality issue. I see no need to just add ‘stuff’ to simply add it. If it doesn't enrich the world we play in, why waste time on it? We want to draw the line for quality as high as we can. That's why we spent so much time on the gods and their PrCs. We wanted the quality to be there. Plus if we were going to spend our valuable time on these things, then these things should be something that makes our world distinctive. Something that adds to the flavor of the world. In my opinion Forgotten Realms and Greyhawk have no flavor or very little. They are very generic. I hate generic. For that reason I've always liked the non-generic stuff better: Dark Sun, Ravenloft, Al Qadim. No area, spell, PrC nothing gets approved unless it helps us be ‘non-generic.’ When you say ‘The Wold,’ it should conjure up a specific set of images and flavors.”

So the question of "Is it Woldian?" boils down to: Does it make our world distinctive and add to the flavor of what we have already done?

How can you make a proposal Woldian? I think there are two ways. The first and best way is to come up with a niche or hole in the Wold and think of a way to fill it. Create a proposal specifically because you see that the Wold needs a particular something and your character wants to explore it. The second way is to have a good non-Woldian idea, and then find a way to make it fit the Wold. This can work too -- in fact, I suspect that most proposals have a bit of both in them.

Read through the Wold geography section -- make a prestige class that is tied to a local fact or legend. Maybe there is a secret society of rangers in Izen devoted to hunting orcs and goblins. Maybe they have a special Orc-Hunter PrC. Or in the Cinnamon Valley, some people are blessed with special magical Talents. Maybe a new PrC called the Talented would work there. Or maybe a few new feats for Talented people only!

Take a look at the Oshirr House section of the site -- tying a new PrC to a new Woldian organization is a great idea! A prestige class designed exclusively for Mailed Fist members would be way cool!

If you are interested in creating something that is not for your character, then there are options for that outside the Black Genie Center. There are secret development boards used to create new game settings, places, and organizations in the Wold. If you are interested in contributing to Wold development beyond your own character, please talk to Cayzle or Jerry.

My point is, look aroud the Wold, and build off of the work of others. Not only is it rewarding to build on others' foundations, but your ideas are much more likely to fit into the Wold.

ENCOURAGEMENT FOR THOSE WHO THINK ALL THIS IS RESTRICTIVE

These are hard policies when you have a nifty idea for a feat or spell that is not particularly Woldian, or when or you see a great item in a non-core d20 book, but you get shot down by the BGC rules. All I can say to creative people who feel stymied is, well, I'm really sorry about that, but please keep trying. The Wold needs creative people, and we want to encourage that -- but we also have to set a few limits. With some work, your creativity can be put to good use!

GRANDFATHERED STUFF

It is true that some things in the Oshirr House do not meet the current requirements -- because they were added to the Wold before the current guidelines were put in place. For example, Renik’s Shades of Bluffing, and the Euphoria spell. But these things have been grandfathered in, and so they remain.