Rules

Greetings!

I am the Dugeon Master,

Welcome to MY world!

It has come to my attention that many of you Weekend Wizards, MMO Mauraders and Table Top Terrors

have been having a field day with the hapless denizens of a myriad of paper dungeons and digital catacombs.

You have battled a kingdom of orcs, subdued a red dragon and banished an ancient necromancer

…all without so much as a single bead of sweat upon your brow..

This hardly seems like ‘fair’ play….

After all, my pets, where is the glory in decimating a foe that you never face?

I, therefore, invite you to enter MY WORLD. Not with paper and pencil or keyboard and mouse but with body and soul.

You certainly don’t have to be a “gamer” to participate in my world. In fact, many of the most successful adventurers

within my domain aren’t familiar with such passive entertainments . You see, in this game, the adventurer is YOU,

not some pixelated warrior or thin paper character. YOUR decisions, YOUR skill, YOUR wit and YOUR cunning

will determine whether you survive or whether meet your fate in the darkened caverns of Atoll….

The rules are simple, so please take note.

You mortals have a tendency to be…unpredictable. The rules exist to protect you, your enjoyment and the enjoyment of the audience.

Your adherence to the rules is mandatory. Should you forget one or misstep in your actions, The Gods or any one of my minions

will remind you of the rules. Listen to them! Repeated infractions will result in you promptly being fed to a vicious and hungry troll…

which means that you will be removed from the game.

IF you are chosen as an adventurer, you will become a member of a PARTY. This PARTY will be presented with a QUEST or PROBLEM to solve.

The Rules

IF you are chosen as an adventurer, you will become a member of a PARTY. This PARTY will be

presented with a QUEST or PROBLEM to solve.

The entire PARTY will be empowered to use 10 SPELLS. To throw a spell, you must think of a RHYME

that accomplishes what you want to do and word it as a SHORT COUPLET.

For example if you wanted to create a light, you could say:

“The darkness here it holds no might, to us now I summon Light.”

Each SPELL, or version of that spell, may be used only ONCE. We can’t have you throwing a

Hold, then a Don’t Move, then a Stay Where You Are spell now can we?

You will be furnished with a selection of weapons and clothing. Of course you are free to bring along

your own weaponry and exotic adventure wear. In fact we encourage you to do so.

Just remember that any weapons must be approved by the staff before allowed into play.

You will also be provided with a GUIDE who will assist in identifying the many perils you will face.

But they are only there to guide, so every riddle, trap, fight or choice is up to you to solve, disarm, defeat or make.

If you are told you are WOUNDED or DEAD by my pets or by The Gods in the heavens…it means just that.

So try to role-play your characters by acting hurt and dying heroically. There is no shame in dying or being left behind.

A well crafted spell can easily heal you … and even bring back the dead.

Your TREASURES (if you find any) are yours to keep. That said, you are not allowed to take clothing off of my

denizens or to touch or move set pieces with the permission of The Guide or my minions.

Remember, many choices will be offered to you along your journey and it is up to your PARTY to decide the correct

path to follow.

You are free to do what you will, but be prepared for the consequences of any actions you take.

 

 

COMBAT

ALL FIGHTS ARE IN SLOW MOTION

Blows that are not in SLOW MOTION will be ineffectual. Repeated slow motion

violations will cause you to be REMOVED FROM THE GAME.

 

SPELLS

ALL SPELLS MUST RHYME

They must form a short couplet of moderate length. Think of what you want a spell to

do and then come up with something that rhymes. But don’t make them too short.

Spells such as “Up, pup!” and “Oh that healing feeling!” won’t work.

USE GRAND GESTURES

A loud voice helps too. It is very hard during the ‘heat of combat’, to see who is throwing a spell

AND to hear what it is they are trying to do. Use grand gestures (big arm movements) and a loud

voice to ensure your spell goes off the way you want it to.

NOTE: If you throw a spell while in combat you must move in SLOW MOTION.

YOU HAVE ONLY TEN SPELLS

 

ONLY USE A VERSION OF A SPELL ONCE

This is to prevent you from casting a HEAL spell, then a FEEL BETTER

spell, then a I DON’T HURT THAT BAD SPELL. Get the idea?

SPELLS THROWN AT THE SAME TIME CANCEL OUT

This means that if two characters start waving their arms and overlap each

other during casting, neither spell will work and the Party will lose ONE spell.

 

GENERAL

DO NOT REMOVE CLOTHING FROM DEAD CHARACTERS OR MONSTERS

DO NOT MOVE OR TAKE ANY SET PIECES UNLESS INSTRUCTED TO DO SO BY CHARACTERS OR GUIDE

IF YOU ARE TOLD YOU ARE DEAD OR WOUNDED BY ANY CHARACTER OR MONSTER, IT MEANS JUST THAT

IF ‘KILLED’ WHILE ONSTAGE ALL MAGIC ITEMS ON YOUR PERSON WILL BE LOST

ANY ITEMS OR CHARACTER TRAITS BROUGHT INTO THE GAME MUST

BE PRE-APPROVED BY THE STAFF BEFORE BEING ALLOWED IN PLAY

 

 

Any flagrant violations of these rules will cause the offending player to be removed from the game.