*** Some of this info is out of date; but it is *** basically OK. If you are on the verge of *** creating a character, you may want to talk *** to me first. Thank you for responding to my post, regarding _As the Wheel Turns_. This message contains information you might find useful, when creating a character for the game. It also includes information about how the game is organized (or not, as the case may be.) The most important part of your character is the concept of who your character is. There are character 'stats', but you should think of them as tool to help understand and create your character, rather than the character himself or herself. You will never see your character sheet used in actual play; all game mechanics - and there is not much of those - are invisible to the players. Roleplaying is at the heart of this game. A character has five attributes: Strength, Intelligence, Constitution, Charisma and Dexterity. A player has 70 points to distribute across these attributes. Attributes above 20 are highly discouraged. A typical man has a Strength of 10, and a woman 8. Otherwise, attributes are 10 for an average person. There are also 84 points available to spend on skills. These skills can be defined as you like. Thom, for example, has skills in Politics, Bard, Legerdemain and so forth. Lan has skills in Sword, Tactics, Stealth, Survival, etc. Skills should also max out at 20, with the exception of undeveloped ability in the Power, which can peak at 45. You may take as skills Talents mentioned in the books, such as Wolfbrother, or you may ask for something new, or you may give me a bunch of skill points to put into a mystery Talent (or Talents.) If you have more than six skills, you have probably spread yourself too thin. For those who care about such things, a skill of 8-11 represents a basic capability, while that of 12-15 represents a professional level of competence. 16-18 is heroic, and 19+ is semi-legendary or better. Sometimes, however, it might be worthwhile to have a low score in a rare skill. Abilities that *everyone* has usually defaults to attributes. You are probably better off concerning yourself with who your character is, that with how I use the numbers you give me. Remember that statistics are at best a skeleton. Kareina Sedai, the character I played before I became GM, can be described only poorly as str 8, int 14, con 14, dex 16, cha 18, with skills of Power 20, Lore 16, Politics 16, Stealth 16 and Legerdemain 16. But that tells you very little of real importance. You do not know that she is Domani *and* Green, that she is drop dead gorgeous with flowing black hair, that she never uses contractions, her feelings about the Tower, that she is usually the first to rise in the morning, that she prefers to be away from the Tower, that she feels more loyalty to her Warders than her Sisters, that her manner changes drastically in Tar Valon versus the outside world. You have not heard her speak of the world's lost legacy, nor have you heard one of her Warders complain to another that *she* has been fighting Tarmon Gaidon for the past five years. You do not know who she likes, respects and admires, let alone why. You have never seen her swear to make Uno blush, nor have you walked with her three times through the arches. All this and more went into Kareina, and in this she should not be special. Your character deserves the same kind of attention, no, perhaps more, for Kareina Sedai of the Green Ajah is now an NPC, like any other, while your character is a pc. Now that we have gotten game mechanics out of the way, let's talk about character concepts. Any character who does not know too much about the world and does not have too much authority in the world is acceptable. Aes Sedai are not acceptable, though your character may have untrained ability to channel. Yes, I would not have allowed my own character, Kareina Sedai, into the game. Thom Merrilin types, with their vast trove of lore, are also problematic. Talk to me if you have a problem with this, or feel that your case is special. But within this genre, characters who begin with lots of power and knowledge tend to be NPCs. The other restriction is that your character may not be from the books themselves. My reason for this is that I, and other players who have read the books, probably have very different feelings about various characters from the series, and will instinctively react accordingly. This is especially a problem in TWoT, with all of the X is Dark discussion, and whatnot. Of course, if your character is almost identical with someone in the books, no one really need know. The game currently has ten players, of whom typically seven or eight show for any given session. We have two untrained female channellers, two males (with lots of problems), a Bladesmaster, an Atha'an Miere, a Warder, an Aiel, etc. Three of the ten characters are apparently from our own Earth. Though the game is set within the same universe as TWoT, it is perhaps in a different Mirror or a different Cycle of the Wheel. This means that not everything in the book will be the same. Many familiar things will appear, but changed, sometimes subtly, sometimes not. You do not need to have read the books to play; some of our existing players have not done so even now. The game itself is being run on PrairieMUSH. You can get there by doing telnet prairienet.org 4201, or whatever is suitable for your machine. If, like me, you are not very familiar with mushes, let me know and I'll send you some stuff that might be useful. I am known as Axel on the mush. If that MUSH is inaccessible, I will post email directing players to an alternate venue. Sessions are held at 8:00pm East Coast (US) time on Tuesdays and Thursdays. They tend to run for 4 to 6 hours. They are real-time, interactive sessions. I've probably missed something here. Feel free to mail me with any questions, and so forth. Anyway, KenK