PLAYERS' GUIDE

[PDF Rulebook Download]

This section will guide you through check-in, creating a character, safety responsibilities, opening ceremonies, and all the other necessities needed to participate "inplay." If you are confused about any aspect of the game, please find a staff member or an experienced player.

Participation at SOLAR is a privilege, not a right! SOLAR reserves the right to refuse admission to anyone.

Alcohol and Drug Policy
We do not allow alcohol or drugs to be brought onto, or near any of our sites. This policy is strictly enforced, and if anyone is caught on site breaking these rules, they will be immediately removed from site and the police will be notified when necessary.

Medical and Legal Releases
To be an active participant in SOLAR, you MUST submit a Legal and a Medical release/information form. Those documents can be found to your left and may be printed out so as to save yourself and the SOLAR staff time and trouble.

Event Costs
Event costs range from $45 to $50, depending on the length of the "Adventure Weekend". We highly recommend you pre-register. You are not guaranteed a bed unless you pre-register, and then confirm with logistics. At Check-In you will receive a life ticket, cabin assignment, and your skill tags. If you drove to the site, you need to purchase a parking pass ($2.00).

Costuming and Makeup
Both of these are essential to good role playing. When you look good, you feel good. Costuming for your first event can be simple--a tunic, long belt and leggings/sweatpants are acceptable for a first-time player. If you're looking for more elaborate costumes, the Renaissance Festival or some companies offer period clothing (but can be costly). There are also people to see in the game that can make you good costuming at a low cost. In order to play a race other than human, you must bring the appropriate make-up/prosthetics. All elven races wear ears, some races have make-up, and a player must get approval before playing a makeup race. Some makeup supplies are sold at check-in.

Check-In
Check-in begins around 6 p.m. on the first day of the event. You MUST check-in, even if you do not plan on playing a character.

Opening Ceremonies
Opening Ceremonies are held late in the evening on the first night of play. The purpose of the meeting is to welcome everyone to the game. SOLAR staff talks about the areas on site that are not safe, new rules changes, and any in-play information that may influence gameplay. Attendance is not optional. If you miss Opening Ceremonies, please make certain a friend can tell you what you missed.

Safety First
Before you may participate in any form of game function, you must receive a safety training course. This will always be held right after opening ceremonies. This is a course to teach how to interact in combat, without real injury. If you miss this course, please find a Safety Marshall to instruct you before you enter play.

Weapons and Armor
At the beginning of every event, you must go get your weapons and armor checked for safety. New players may borrow weapons from monster town. However, after your first event, you are expected to provide your own. There are also people in the game that make weapons for around $15-20 dollars for a basic phys-rep. Simple instructions on how to create a SOLAR-safe weapon are detailed on this site.

OOP-Out Of Play
You are considered in-play from the time the game begins, until end-of-play is called. The way you represent being Out of Play is a white headband. In-play people cannot interact with you, nor you with them when you are Out Of Play. You may only go out of play for sickness, injury, showering, working for the game, and to set up. You cannot go out of play if you're being chased by a monster, player, or just don't feel like dealing with a situation. From Out of Play, you cannot go in-play just because you see a magic sword on the ground or your friend is wounded on a trail. Furthermore, your character does not know everything you know, i.e. Unless someone told your character--your character doesn't know.

Cabin Notes
When you are assigned a cabin, you must fill out the Marshall Notes. Otherwise, you have no protections on you cabin and you may likely lose all you own to a random monster. There are no exceptions. If your cabin has a Ward (Celestial Spell--9th Level) or Wizard Lock (Celestial Spell--7th Level), you must have it marked off in tape. There must also be a physical representation (phys-rep) for the lock and key, and a W on the Door to the cabin. Put all spells cast on the cabin inside the cabin folder. If any of these instructions are not followed, a marshall will assume that the protections are not there. All Corporeal creatures must also have a physical representation. A list of standing commands, and a description of the creature must be located next to the phys-rep. You are never allowed to look at anyone else's Marshall notes, nor enter their cabin without an occupant's presence or permission.