Rules
The Game
Chase the Shadows has run a Prologue and will run three mainline weekend events, the last of which will be the finale. Each Weekend event will be set 1 century apart:
Event 1: 1885
Event 2: 1985
Event 3: 2085
You may write your own free-text downtime. From your character’s perspective, it happens
You may communicate freely IC between events, including electronically
You may run your own events
All events run by the core Chase the Shadows team will be set in the Fae Realm, a liminal space where time passes differently. Over the course of a negotiation, events may happen in the Mundane world which may change the situation the delegates face. However, delegates may also have opportunities to quickly enact strategies which would otherwise take much longer.
Downtime
Between events, time passes normally, however, this will affect factions differently.
The mortal factions, Hunters and Werewolves, may play a new character from the same dynasty as their previous character. This new character may have different knowledge, beliefs and resources, some of which may have been affected by their ancestor’s choices in the Fae Realms.
The immortal factions, Changelings and Vampires, may continue to play the same character, retaining their existing resources, but likewise may also be affected by their actions in the Fae Realms.
You may write fiction about your character's exploits between events. All of these tales are 'canon' - they actually happen to your character. We will pluck details from them to create news for the next event.
If another character posts fiction that contradicts yours, both become legend and each player can choose which version of events they perceived and remember. To avoid this, we recommend checking with other players if you want to write fiction involving them. Alternatively, players may write “Rashomon”-Style stories where multiple viewpoints exist.
Communication
It is our view that IC correspondence between events serves to actively enrich the game. We encourage people to communicate and coordinate freely, whether that be via letter, email, internet forum, or mini-event. Where time periods would not permit digital communication, magic effectively replicate these media so they can be considered IC.
We would ask that all appropriate communication is done IC, as doing so OC makes the game feel less like a contest of great ambitions and more like a chess match.
There is a tendency for players to get overexcited and enthuse OC about sensitive IC information (such as events or plans) or encourage others to do so. This reduces the scope for subterfuge in the game and blurs the IC/OC divide in decision-making.
Therefore, it is expressly acceptable to lie to (or otherwise deceive) other players OC about sensitive information. This is considered part of the social contract for players, who must not expect their peers to be honest with them. This is to ensure that information obtained this way cannot be trusted.
Skullduggery
Part of the game of Chase the Shadows involves characters getting access to IC information that other people may not wish them to have.
In play, notes can be passed between characters who may not wish to be seen publicly speaking. These notes can be passed directly between players, or through a member of the Fae. Notes that are found discarded can be read by any player who pick them up. The exception to this rule is any note marked with the word Oracle, which has been ensorcelled and can only be opened by the Oracles.
Similarly, a character may look in IC bags that have been left unattended for notes or leverage cards, which will summarise their possessions for trade, sympathies or grievances.
Player events
We would ask players not to schedule any mini-events until after Event One (1885). After this event, we may be able to help with assistance, publicity or help out as crew.
Rule Calls
Under some circumstances, a player (delegate) or member of the crew (fae) can make a specific call that must be obeyed immediately as part of the game rules. These are prefaced by 'OC RULE' to make this clear. They do not need to be shouted, as long as it is clear who they affect.
Universal Rule Calls
These may be used by any person at the event, and are designed to allow them to establish boundaries with minimal disruption to play.
OC RULE: SAFETY
Any player may declare 'OC RULE: SAFETY' if they become aware of an injury, fire, risk, or other emergencies that require immediate attention on an out-of-character basis. If they do:
Immediately stop play and go OC.
Deal with the situation at hand, including fetching a member of crew where suitable.
You can go back in-character when a member of the crew says you can, or by unanimous agreement that the situation has been dealt with.
OC RULE: LEAVE ME ALONE
Any player may declare 'OC RULE: LEAVE ME ALONE' if they need to immediately disengage from play for welfare reasons. If they do:
Immediately stop interacting with them.
Do not ask them to explain their use of the call.
Continue roleplaying as normal.
If you have made this call, and you wish to leave the in-character area, please do so as soon as is practical for you. You may wish to speak to a member of the crew in the crew room. Re-enter play whenever you are ready to do so.
OC RULE: NO CONTACT
You should avoid making more than minimal physical contact with other players unless you have previously obtained their OC consent to do so. It is always acceptable to briefly drop OC to check whether or not it is okay to initiate contact in a different way (example: “OC: Is it okay to sit on your lap?”). It is always acceptable to briefly drop OC to tell someone to stop physical contact or take a step away from you for any reason. This must always be immediately honoured without question.
Any player may declare 'OC RULE: NO CONTACT' at any time, for any reason. If they do:
Immediately cease all physical contact you have with them.
Do not initiate physical contact with them in the future unless they approach you first and grant explicit permission.
Do not ask them to explain their use of the call.
Continue roleplaying as normal.
OC RULE: STEP BACK
Any player may declare 'OC RULE: STEP BACK' to a person who approaches them, at any time. If someone makes this call:
Immediately take a long step back from them.
Do not ask them to explain their use of the call.
Continue roleplaying as normal.
This rule is designed to establish boundaries and enforce personal space, and should not be used to push people around.
OC RULE: THAT'S MINE
You may not take any equipment or items that are on their person, pickpocket them, or snatch anything from their hands. If you pick up a prop that belongs to someone else, they may command you to return it at any time. This must always be immediately honoured without question.
Any player may declare 'OC RULE: THAT'S MINE' if they see that someone else has a prop that belongs to them. If someone makes this call:
Allow them to take the item.
Continue roleplaying as normal.
In-game, other characters will perceive a distorted blur as the person who makes the call uses the power of the Fae Realms to return the item.
Fae Rule Calls
The Fae have use of these calls to help them perform their tasks.
OC RULE: YOU ARE SILENCED
A Fae will use this call if you are being loud and disruptive - heckling during speeches, or failing to follow proper Protocol. If it is used on you:
Stop talking or otherwise making noise.
Once a minute has passed, you may speak again.
OC RULE: YOU MUST LEAVE THE AREA
A Fae will use this call if you are being persistently disruptive. If it is used on you:
Leave the IC area, and have a breather. Come back in when you're comfortable doing so.
Other Fae Calls
A Fae has the right to improvise any other calls as the situation requires. Anything they say that is prefaced with 'OC RULE:' should be regarded this way.
Disputing Calls and Complaints
If you dispute a call, you should still follow its effects. Afterwards, you may approach the Fae to discuss their reasoning. If you are not happy with their reasoning, you may approach the Game Runners and seek clarification or make a complaint.
The Fae are expected to use their best judgement and to be unbiased. We do not expect them to be infallible, and we expect our players to accept that sometimes they may make the incorrect decision or use rules calls too readily. If you are adversely affected by this, the Game Runners will gladly hear your complaint.