Meta

**The Meta** is information the players use when creating characters. The information listed is utilized in most sessions and is to be applied to characters of the world of Ara. Further questions and exceptions should be directed to Game Masters.

## Version Information

All games that take place in Ara currently utilize *Dungeons and Dragons 3.5* rule books thou it uses some house rules borrowed from *Pathfinder*, *Dungeons and Dragons Fourth and Dungeon*s and *Dragons Fifth Edition.* After the completion of Campaign One various players will come together and decide on if we will continue to use *Dungeons and Dragons 3.5* or choose another set of rules.

That being said, the setting can be used with any ruleset a Game Master deems fitting for the story. However any character in said stories will always have to be converted to match the ruleset associated with the main campaign at the time.

 Where to Play?

*Ara Kronika* and its campaigns and stories are all run on Roll20. An account is required and while paid memberships are available-- they are not required. It is also useful to have Discord as most games are planned and discussed on the platform.

### Character Sheets

Most players prefer to use Myth Weavers as their character sheet source. It is a free platform and is quite user friendly. Roll20 also has integrated character sheets however their quality varies depending on what game you are playing. Please talk to your Game Master if you choose to use paper sheets and check if they approve.

### User Interface

Roll20 is our chosen platform because of the integration of music and a built-in-camera feature however admittedly the bright white user interface was something that was a bit harsh on most of the users eyes. An alternative to this is installing a Chrome plugin called "Stylish". Once you've installed the plugin you can change the UI to whatever you want (for many web pages, not just Roll20.)

Stylish can conflict with the abilities to run a game (as a game master) as some of the plug-ins code causes navigation errors. Use at your own risk if you are running a game.

**Note:** You need Google Chrome as your Web Browser to utilize this feature.

## House Rules

Every table is run differently and perhaps things in Ara are done differently than you've seen before. There is no right way to play, but for consistency sake here is a list of house rules that may be foreign to players adventuring in Ara for the first time.

### Races ≠ Species

As opposed to using the *Dungeons and Dragons* races Ara uses various species based on fantasy, myth, folklore, world history, science fiction and strange dreams. Most of the traditional *Dungeons and Dragons* races have a few species that are similar to them (such as Waesyn's Zutonesse borrowing many aspects of the halfling) and some races are simply present in the world (such as the Minoans/Minotaurs-- they are virtually unchanged.) However many species borrow many different traits from D & D races or simply none at all. Please look over each continents species list (or talk to your game master if reading isn't your thing) to try and figure out what will be the best representation of the character you want to create.

Also-- when searching for a picture understand that sometimes the picture chosen is the best representation that could be found for that species. While humans in armor are everywhere, certain species are alien enough to barely have visual representation. Because of this you might have to focus on one aspect and tell others to ignore certain parts of your portrait. (Perhaps you don't actually have the long ears pictured or a different skin tone-- or maybe we need to pretend you have tusks. It's a game of imagination, the other players can manage.)

### Classes

All of the classes in the Players Handbook are allowed-- that's a no brainer. However some of them may have some additional abilities borrowed from Pathfinder. Wizards can choose to have a bonded item instead of a familiar. Sorcerers usually wander the world to find out what their bloodline is, and thus gain the bloodline ability from *Pathfinder*. Or maybe your concept would be better represented by a variant class in *Unearthed Arcana.* Always check with your Game Master when making a character because many of these options could be open to you.

Classes present in expansion books are usually okay as long as they fit in Ara/the continent you are playing in. This applies to Prestige classes as well. The only thing that's a real "iffy" area is Psionics. They use a different rule set involving power points and as cool as they are it can sometimes be bizarre to have power points while no one else does. Still-- it doesn't hurt to ask because psionics is a very cool concept (though it truthfully doesn't have much of a place in Ara.)

### Player Roles

Often times a Game Master will ask the group to dedicate players to specific roles. These can include (but are not limited to) Chronicler (Note taking), Treasurer (Gold Tracking), Quarter-Master(Item Management), Rules Lawyer (Checking Rules) and Communicator (Communicating party decisions to the Game Master.) These are not necessary but can make the game flow faster and can also be fun things to integrate into your character. Perhaps if you are the Treasurer it's because your character has a background in banking? The Communicator can easily act as the parties defacto leader as well. The Rules Lawyer can simply be a character with a high intelligence. Speaking of the Rules Lawyer....

### Rules During the Game

The Game Master has final say. There are lots and lots of rules in Tabletop gaming-- no matter the system. While over time Game Masters slowly being to memorize various rules about carrying capacity, skill checks and resistances-- they can't know everything or will simply forget. They are only human after all. While some rules can be looked up on the fly or maybe the group has a dedicated person to check rules this process can slow things down. So if the Game Master doesn't know and does something that isn't "by the book" don't hold up the game to correct them, talk to them about it after the game and understand that they simply don't want to slow down the story, narrative and action.

### Various "Do and Don'ts"

While anyone can run games in Ara-- most are run by Arcane Disco. Since this may be different depending on the person running a game I decided to leave this section strictly for house rules Arcane Disco uses.

* I **DO NOT** use individual experience points. Characters are simply given levels when they reach certain points in the adventure/campaign.
* I **DO NOT** have penalties for cross-classing.
* I **DO NOT** strictly follow the rules for all the skill-checks. Sometimes I'll allow individuals to make Knowledge(arcana) checks untrained or Open Lock if the player gives me a good enough reason.
* I **DO NOT** expect you to roll to secure a critical hit after rolling a natural twenty. However you still have to do this for other rolled numbers in your critical hit range.
* I **DO NOT** have domains associated with each deity/belief/god/goddess. I feel as if domains can sometimes cause players to pick a deity because of their domain as opposed to the deity itself. That being said I have the right to veto your domain choices.(Evil Clerics worshipping evil deities would not have the good domain, as an example.)
* I **DO NOT** allow players to roll a "1" when rolling for HP. Keep rolling until you get a 2 or above.
* I **DO NOT** expect you to keep track of every material needed for a spell, however major components such as fancy jewels or monster parts I will expect you to have.
* I **DO NOT** expect you to know everything about my world. You have a life, you don't need to be memorizing my fake exchange rates between Sotteran Aur and Dahlian Hadrons.
* I **DO NOT** require a fortitude save after taking a critical hit while helpless.
* I **DO** require a body to be present for resurrection.
* I **DO** expect you to respect what I've made. I spent a long time making all of this-- even if the wiki has a lot of blank spaces. You don't need to know everything about the civil feud in Karthyn but I expect you to at least try and have an opinion on the matter if you made a Karthynian once it's brought up in game.
* I **DO** expect players to keep track of weight and carrying capacity.
* I **DO** award two ability points at every four levels instead of one.
* I **DO** respect the dice. I'm sorry they countered your spell. I'm sorry you didn't hit their AC. I truly am rooting for you-- but I always respect what the die decides.
* I **DO** use actions points and re-rolls on an occasion. Generally they are given as gifts during the holiday season but sometimes I award them for good character moments.
* I **DO** consider a natural twenty a critical success in all regards not just combat. Skills, saving throws, spells-- those also succeed. This applies to natural ones being critical failures as well.
* I **DO** my best to make decisions and react how NPC's in their situation would. I make notes for certain characters regarding a few major desires and personality traits. In combat I give a brief "A.I." for NPC's (Such as focusing on removing healers, ranged combatants or having grudges against heavy attackers) but I sometimes I'm organizing so much I have oversights. Also I get tired sometimes. I am trying my best though.
* I **DO** expect you to have fun. People not having fun during my games is truthfully my biggest fear. If something made the experience un-fun tell me about it after the game and we'll do what we can to remedy it. I won't completely change my play style but I'll try and find a way to fix the problem. If this "un-fun" feeling comes from discomfort please private message me right away. We are a group of people playing a game and I understand that before anything else.

## The Table Rules

Not everything is about characters, numbers and Dahlians. We are playing a role-playing game and I expect players to spend most of the time talking as their character and leaving the real world behind. That being said there are some things that cannot be ignored even when playing pretend. As with the Do's and Do Not's listed above-- this are all coming from Arcane Disco. While other DM's may not use these methods, I highly suggest integrating some of them into their games.

### Obligatory Technology Notice

When playing at a physical and tangible table players don't need to buffer, have audio issues, connectivity problems, etc. Playing virtually can present the "table" with obstacles. Weather can hinder internet, microphones can randomly stop working, certain browsers can be stubborn and the age old favorite "Myth Weavers is down for maintenance." We can only do so much to combat these difficulties. Please be understanding and patient when problems like these arise.

Also understand that sometimes it's best to keep pace in regards to the story and a Game Master may continue for a portion without you if the option is available to them.

### Webcam ≠ In-Person

It's truly a radical time to be able to play games with your friends around the world. However the two experiences are different in regards to tabletop. While playing online presents adds many positive experiences to a game session such as auditory emersion, easily shareable visual references and being able to play from your own environment-- it has it's fair share of disadvantages.

The biggest disadvantage is not getting a full read on body language and latency in conversation. These two things can sometimes cause people to talk over one another and not realize if someone is done talking. This will happen. Lots. Role-playing virtually takes some practice, so be patient with one another.

### Out Of Character

"Out of Character" and "DM/GM" are great ways to clarify information or tell jokes without making your character suddenly talk about something they never would.

In a practical context saying "DM: Do these abilities stack?" or "DM: What was the name of that tavern again?" This not only indicates that you need specifically the Game Master's response but also you may think your character wouldn't forget the name of a tavern-- but you might.

"Out of Character" can be used similarly such as "Out of Character: What's the radius of Fireball again?" or "Out of Character: How much did the Duke want to pay us?" This is helpful because the group as a whole might know as well. "Out of Character" can also be used to get some quick laughs. Perhaps you think it'd be really funny if your character asked to trade pants with the bartender or do a pop-culture reference in the middle of the town, but obviously your character would never do that. "Out of Character" can grant you the laughs from players without making your stoic warrior suddenly negotiate with a bartender for their nice slacks.

### Roleplaying: Hurt Characters, not players.

Roleplaying is a very, very large part of the game. It's pretty easy to get lost in your character and truly become a vessel for your creations voice. Character may not get along, say rude things to each other and in extreme cases make sensitive remarks regarding their species. Players need to understand what's a characters opinion versus a players. While I will always tell players to remember everyone is roleplaying and not necessarily agreeing with what their character is saying-- sometimes things your character say can hurt more than just someone's character and might hurt the player.

I think it is important to start campaigns with a reminder of roleplaying extremes and always to give everyone a heads up if you are playing a character that's a terrible being so no one gets too caught off guard. It can definitely be fun to play characters that always butt-heads or have a rivalry but the players of said characters should communicate as players behind the scenes as well to make sure it's only characters getting hurt, not players.

### Meta: Act and Feel In Character, Play as a Story-Teller.

The story isn't told by the Game Master alone. Tabletop gaming is a cooperative storytelling experience. As such you should always try and respond, react and make decisions as your character would however it's just as important to realize that you aren't the *only* player-character. *"Sometimes the answer isn't doing something because that's what your character would do but instead is finding a way to make it something your character would do."* I mainly want to remind players of that when it comes to trying to get characters to cooperate with others characters. Pre-Sessions can only do so much to give individual characters agency. Sometimes you might have to find a way for your character to cooperate with others even if you don't think they'd have any interest in doing so.

Likewise, try your best to interact with other characters. Even if you feel like you are more of a loner or aloof-- try and do actions that will get show the group the dynamic between certain characters. This will make everyone feel more involved and will make group-decision making easier later on.

### Pre-Sessions: Trying not to spoil spoilers.

Sometimes, especially when you are about to embark on a long adventure or campaign, it's best to make characters as a group or small groups. I understand wanting to make your character to surprise everyone so characters can react naturally and if the group decides to play this way: by all means! However the problem is this could cause the group to have redundant character archetypes, or characters who have no business attending to story the Game master wants to tell.

I always recommend Game Masters try and give players as much as they can without spoiling the story so they can try and make their character fit. Game Masters should try and give characters things for them to excel in but it is absolutely no fun being a detective in the middle of a battlefield during a war. If smaller adventurers are location based or a specific type of adventure: definitely let your players in on it so they can make characters that would want to continue past the first act.

Players should also try and communicate, especially for campaigns. These character could be stuck together for a long time so it's good to make sure you have a bit of a variety and not everyone is playing Vegeta (it happens. It's not fun.) Again, you probably don't want to tell anyone big character background bits except the DM but even saying something as simple as "I'm a treasure hunting bard who can't stand waiting around and is always on the move" can be very helpful to others.

Character work aside-- pre-sessions are a great time to talk about what is off-limits (topics and/or visual) and what players and the game master is comfortable with. It is important to note that while some players desire heavy and realistic topics to try and bring attention to problems in our real-world a lot of people can only find escape from said world at the table. Let's not take that escape away.

Keep in mind conversations during the Pre-session are often ongoing conversations. Never feel like you can't revisit thoughts that have changed over time.

### Open Table: Emergencies, Discomfort or a Break.

The Table is always open. Do not feel like you have to stay and listen to an old farmer talk about how he stock is getting raided every week. If you are feeling discomfort and need a moment and don't want to talk about it at that time-- feel free to leave. If you have to go to the washroom-- go to the washroom. If you have a hungry pet (or self)-- take care of them(or yourself.) This is especially important during emergencies. Please do not risk any harm to yourself, your well being, loved ones of other matters in life for a game about swords. Even a quick "Something came up" or nothing at all-- take care of yourself.

On-top of being an open table games have three "break" times. The first break is actually before the game even starts allowing players to talk to each other as themselves and not their characters. A break in the middle of the game to process what's going on and check-in with everyone and a end "debrief" break where players can talk about what happened and have a reality check to laugh, cry and scream about what happened.

### Respect Everyone at the Table

This goes without saying but everyone is giving their time to be a part of the story and should be given respect for devoting their time to the game, table, players and narrative. As stated above your character might be a jerk but you aren't. Respect others ideas, others experience with the game and others experience with life. If a player gets uncomfortable with something during the game, fantasy or not, respect their boundaries and take the time to fix it whether it's a personal communication between two players, a player and the game master or a conversation with the whole group. Whatever needs to happen for everyone to be comfortable needs to happen or the game can't be played a one-hundred percent.