World of Storm and Fury:
1. According to freeform norms, players may post only the actions of their own characters (PC's) and those characters written for in the PC's posts (NPC's--servants, bystanders and the like) they have brought to the scene. Responses and actions by the PC's and NPC's of other players will be posted by those players. (Though it often seems to beginning players as though nothing can ever be accomplished because of this rule, the reality is most players will appreciate a well-written series of events which do end up harming their character in some way, and will normally allow at least some 'success' for actions taken by well-written characters against their own PC's. Remember, 'winning' in freeform is not about having one's character defeat all opponents, winning is about writing the best story that other players want to join and participate in!)
2. All posts must be 'realistic' in the context of the World of Storm and Fury, taking into account the area description in which the posts take place and all previous posts in the area. Since the stories are written as much by the actions of PC's as by the descriptions posted on the site, all those other posts matter! Players should not, for example, suddenly create a new set of gates in a city wall, nor suddenly have a thousand warriors with their PC in the middle of a city (or anywhere else, for that matter!) unless in-character (IC) events have been posted which make such logical. Also, PC's should not use out of character (OOC) knowledge which the player knows, but the character could not logically know (until the information is discovered IC).
3. As the primary purpose of World of Storm and Fury is to tell interactive stories, the player posts should allow a reasonable time for other players in the scene to respond. Ideally, time should be given for other PC's who may be reading the storyline to enter each scene as well, in a logical manner consistent with the area and all the posts in the area. This rule means both limiting the number of actions in a post, as well as giving other players a chance to respond before making a subsequent post. The converse is also true, one's character should not enter a scene and make a post which obviously completely ignores what other characters in the area are doing. Similarly, having one's character enter a scene and fall unconscious or asleep in the first post in that new area is also bad form, as it deters interactive storytelling.
4. Upon entering each new area, a quick description of what the character looks like, what the character is wearing and carrying, fitting the look into the scene as set (for example, shimmering armour by sunlight, orange glints off armour by firelight) should be a part of the first post. It can of course be expanded upon in subsequent posts. This may seem tedious when making many short moves between areas, but players will soon find it is extremely difficult to 'backtrack' a character very far into previous posting areas. Thus, the other players are better able to have their characters 'see and respond' to the entry of the new character to the scene. In accordance with the Movement Rules, the first post should indicate what area the character came from, and the last post should indicate where the character is being moved to.
5. When a conflict occurs (a fight, battle, quick ambush, robbery, or other event which has two or more characters pitted against each other), as stated in #1, a player may not post what happens to the other characters, only what happens to one's own character, and what one's own character is attempting to accomplish. For example, Player A's PC shoots an arrow at Player B's PC. Player B then decides the outcome (hit, miss, hit something else), but this response needs to be realistic. The scene, the skill of the characters involved, what else is going on, all need to be taken into account. In the arrow example, a neophyte bowman shooting at long range at night by torchlight has a high probability of missing, while a near point blank range shot by an expert archer probably ought to hit. In most conflicts, the situation will be somewhere in between these extremes. Players should also keep in mind the interactive nature of collaborative storytelling, and a hard-fought swordfight which ends up with one wounded character trying to run away at the end will probably be more interesting and satisfying than one PC launching an overwhelming attack right away and the player expecting to 'win' immediately. NOTE: Where magic is used for attack or defense, the Magic Rules should also be referred to to supplement this rule.
6. OOC posts in the storyline areas should be made only for purposes of clarification of some aspect of a player post. All other OOC commentary should be written in the OOC areas of the boards. Additionally, OOC posting should not be used to change what was stated as happening in a previous post--just as in life, once a character says or does something, it should be considered said or done, even at the cost of an adverse result for the character. After all, this is storytelling, with a twist the author does not know how the other characters will react! Thus, posted actions and words should be 'changed after the fact' only in cases of geniune mistakes, such as an action which was physically impossible under the circumstances, or something in a previous post was clearly missed or misinterpreted. Otherwise, characters should 'go on' with events transpiring as posted.