Writing Guidelines

History / Rules / Writing Guide / Writing Requirements / Persona Sheet
Clutch Chart / Conversion Charts / Winglist / Characters / Links / Art

Cascade Writing Guidelines
By Lissa Roan

These are just guidelines that make role playing more pleasant for everyone, whether you are doing D&D, live action, or fanfic like us.

1. This is the golden rule of roleplaying, so if you do not follow any other rule, be sure to follow this one: Don't use other people's characters without asking them! If you need someone's character for a story- ask them first! Even if it is just a walk on part- it's better to be safe than sorry.

2. Try to avoid meta-gaming. Meta-gaming is when someone has told you something about their character that your character should not know, and suddenly your character knows this piece of information. This is most common when developing story lines or discussing your character with someone else. A piece of information gets dropped and suddenly it's common knowledge. And that makes it no fun- you suddenly have omnipotent characters who respond to everything perfectly. Again, if you aren't sure that your character would know something about another character, ask the other player.

3. There are people who don't like each other. It's a fact. This translates into two guidelines:

a. If you are writing two characters who don't like each other, it's a really good idea to check with and warn the other person first that your character hates theirs for some reason. It helps people to differentiate between real life and character life. If your character does not like someone (or, for that matter, does like someone), be sure it is in character for that to happen.

b. If you decide you don't like someone you are writing with, don't take it out on their characters where we all can see it. Please! Just avoid writing with that person. It makes for a much less hostile environment in the Weyr. Hopefully we won't have to deal with this issue, especially being an offline weyr. But it's better to be prepared.
4. People also get hurt. Again, it's a fact. But please, don't hurt someone else's character unless you have their express permission! On the flip side, don't say someone hurt your character without their express permission, either!

5. When in doubt, ask!!! What's the worst that can happen? And that leads me to the last point....

6. Be considerate of each other. After all, this is fantasy- not real life.

Guidelines Specific to Pern

1. Rank. Rank is a big thing on Pern. In our little written world of Cascade, this would be the pecking order...
a. Senior queen. The only person at Cascade allowed to argue with the senior queen is Phedre. And only at her own risk.
b. The junior queens, in ranking order (Weyrwoman's Second gold first, youngest weyrling gold last).
c. The retired queens. This means Tolorth. Translation- the gold dragons are just not good characters to fight with. Frankly, no dragon would, and no human would hear them often enough to know their personality, with the notable exception of their riders.
d. Weyrwoman and Weyrleader, with the Weyrwoman above the Weyrleader. After all, she is the one who stays in her position... The only exception is with the wings. The Weyrleader has final say in the sky.
e. Weyrwoman's Second and Weyrleader's Second- again, goldrider outranks the bronzerider.
f. All other goldriders, in ranking order. Retired queens are the lowest.
g. Wingleader/Weyrlingmaster/Master of a craft/Weyr Headwoman/Lord and Lady Holder- All Wingleaders have the same rank, all Craftmasters have the same rank.
h. Wingsecond/Weyrlingmaster's Second/Craftmaster's Second/Weyrheadwoman's Second/Crafthall or Hold Headwoman
i. Bronze riders (but not bronze dragons!)/ Master crafters/Minor Holders
j. Wingriders/journeyman crafters/holders
k. Weyrlings/Apprentices/Candidates/Drudges. Frankly, these people have no rank

Traders have their own rank that doesn't really fit in with this structure. Two major points here:

i. Rank is very respected on Pern. You are allowed to disagree with someone of a higher rank- but you'd better do it politely or be prepared to take a suitable punishment. For example, an apprentice is not going to tell the Weyrwoman where she can go...
ii. These are writing ranks. They in no way allow their player to have authority over other player. This doesn't seem to be a problem, but it is better to state that now rather than later.

2. Dragons do not fight. If a dragon decides they do not like another dragon, they ignore them. Dragons also rarely name another person or talk to other people. But the big thing is they do not fight. On a similar note, bronzes do not look down on other colors. Mnememth never said anything bad about Canth just because he was a brown...

3. On a similar note, dragon riders do not fight. It could result in the loss of a dragon's life. Any disagreements are "settled in closely referreed unarmed bouts." I think that's from Dragonflight, but I'm not sure. Of course, hating each other and fighting are two very different things... Also, dragon riders do not murder. When one tried in All the Weyrs of Pern, his dragon died of shame... Holders and crafters, on the other hand, are welcome to fight and murder all they wish. With BoD approval, of course.

4. Green flights- You do not have to weyrmate with the winner of your green's flight. Second, greens are not as territorial or adverse to being caught as golds are. They are very sensual creatures. A green will not get upset if the winner of her last flight flies in another green flight- unless it hurts her rider somehow. And then she's upset on her rider's behalf- not her own. Also, substitutions are not a common thing in Anne's books. So even if your character is weyrmated, strictly one orientation or another, etc., it is not all that likely they would use a substitute. Plus, think of all the fun plots that has the potential for...

5. Other little things that people should know...

-Klah is a stimulant- treat it like coffee.
-Never fellis a dragon-they could die.
-We don't have paper.
-We probably do not have much Benden wine around Cascade. The North and the South are not on good terms. But, the South, with the way things grow, makes excellent wine.
-Remember the value of a mark...

Guidelines to NPCs

What are NPCs?
We don't always have enough PCs to fill out every role you might need, so we create NPCs. NPCs are non-playing characters that can be used in certain situations.
1. Player controlled NPCs
You list these on the persona sheet when creating a character. They are often the siblings, parents, children, lovers, or best friends of PCs. That means that they probably have a very distinct personality in the creator's mind. You must ask for permission to use the NPC of a character who isn't your own. For example, Colleen has to have Lissa's permission to use A'drin's son Katon in a story about Phedre.

2. Weyr NPCs
Weyr NPCs (WNPCs) are those important people who should be around but no one has created a PC yet. These would include people like the midwife, the Headwoman's second, perhaps a mastercrafter, or something as simple and necessary as a drudge. These people should be used when you need their specific kinds of services in your writing- like delivering a baby or cleaning away some dishes. Some WNPCs are characters that were given up for adoption (though some WNPCs are non-adoptable). They have persona sheets and were created by someone who, for some reason, chose to give them up for adoption. You can use them at your own discretion but you might want to get info on what they are like first. Or, even better, you could adopt them!

While NPCs are wonderful and extremely necessary, please be conservative in your use of them. Don't use an NPC in a status position unless you absolutely have to- Pern only has so many Master harpers. If you need a Master harper, ask around. Someone probably has one. If we notice that a particular NPC is appearing with great regularity, we may ask you to turn them into a PC, comeplete with persona sheet and writing requirements. This may sound harsh, but if an NPC is being written about that frequently, they obviously have what it takes to be a PC to begin with. When NPCing crafters, remember the following...

Crafters:

Crafters are fun. Despite the fact I actually have more characters that are riders than crafters here, they are my favorite types of characters to write. But... guidelines are in order for even these incredibly fun people.

Not everyone on Pern has a craft. Apprenticing, in some ways, is like going to college. This is what you are "majoring" in. Think about it- you are leaving home, living in a dorm, and studying one subject exclusively. Why do people on Pern do this earlier? Because Pern doesn't believe in general education requirements. Go Pern.

So what is a comprable educational level for a crafter on Pern? An apprentice is like a college student. They stay up late, sit exams, and get in trouble. They just don't drink, and usually don't have nearly as much sex college students seem to. Course, they are younger. A journeyman would be like a person with a Bachelor's degree- they've graduated college with a specific major. A senior journeyman would have a Master's degree, and a Master would have a Ph.D. (or an M.D. if they're a healer).

Journeyen should be eighteen at minimum (19 or 20 for smiths). Senior journeymen should at least be 26, and Masters must be 30. Not everyone will become a Master. Some people don't have the ability- some just don't have the desire.

If you are going to write a crafter, try to find out a little bit about the craft. Not everything your character would know. For example, you don't need a degree in thermodynamics or mechanical engineering to write a smith. But you might want to look for a web page on water wheels or something like that.

Crafts that are included at Cascade Sea Weyr- this is not an exclusive list, just a suggestion.

DolphinCraft- crafthall based at Sandy Shores Sea Hold.

Craftmaster Tiava

HarperCraft- crafthall based at Sandy Shores Sea Hold.

Craftmaster Allancellor
Master Darle
Master Shvesha

Disciplines include: Composition, Voice, Instruments, Instrument Crafting, Musical Theory, Drums and Drum Communication, Mediation, and Archiving.

SmithCraft- crafthall based at Far South Hold.

No PC Craftmaster

Disciplines include: Mechanical, Flames, Glass-smithing (includes pottery), Jewel Crafting, Metals, Starsmithing.

Baker Craft- taught in all holds, halls, and weyrs.

Healercraft- crafthall based at Cascade Falls Hold.

No PC Craftmaster
Weyrhealer Tarianlas

Disciplines include herbalism, nursing, midwifery, gerontology, pediatrics, mindhealing, and other medical disciplines.

Dragonhealing- at Cascade Sea Weyr only.

Master Karana (WNPC)
Master Symina

Weavercraft

Tannercraft

Weyrtanner Browunyll

Beastcraft

Craftmaster Jonakin
Weyrbeasthealer Niacom

Crafters-turned-Candidates: A lot of people like to turn crafters candidates. In some cases this works, in some it does not.

Masters will never be Candidates. Why not? Well, Masters must be 30, and Candidates have to be younger than 25. Please tell me you can figure out this reasoning!

Apprentices may turn Candidates. They haven't invested much in their craft yet, and it is very hard to know what you want from life at 14 years old.

Journeymen. Journeymen are tricky. We're not crazy about seeing them become Candidates. Why not? Well, Journeymen have already invested quite a bit of work and time into their crafts. They have status, and presumably they have talent and love their craft. They have to give up their own weyr and live a barrack with a lot of other people. They will have no rank, and little chance to practice their crafts. So they aren't going to give it up lightly. However, it can make great stories (says the girl who has a journeyman candidate at another Weyr). So we won't turn a well written, well thought out journeyman candidate down. But we'd like to have a little preview of what you'd like to do with them, and why you think this is reasonable for them to throw away one life for another.


Graphics provided by