Attending Events
An event is where the game is played.
There are basically three kinds of events in the Realms: Feasts, Tournaments, and Quests. Some events take on qualities of all the types, but are predominately one of the three.
Feasts
Feasts, as the name implies, revolve around food. Political posturing and Court are often held at feast events. There is generally little combat at a feast event, and they are usually held indoors in the wintertime. Bardics, games of chance or skill, and other such activities can usually be found at feasts. Feasts are often a good starting point for some players, particularly those more interested in role-playing then in combat.
Tournaments
Tourney events usually feature contests of both individual and team martial skill. Tournaments are usually held as yearly events, and are generally a social occasion. Players more interested in combat and less interested in role-playing and magic find tournament events the best starting point for their Realms career.
Quests
Quest events are the traditional style of event for saving damsels in distress, finding and killing evil demons, and any myriad of other tasks. Nearly anything can happen at a quest event.
At the Door of the Event: Checking In
When you arrive at an event, there are a few things you must do before beginning play:
First, you must pay any event fees. Event fees pay for the site, props, prizes, food and costuming that went into throwing the event. Failure to pay them means the EH may not be able to throw more events in the future.
Secondly, you may be required to sign a waiver. Waivers serve two purposes: a bit of protection for the Event Holder or the land owners from legal action, and to keep track of how many people attended an event. Monitoring event attendance is the way for the Event Holders council to determine whether or not an event is legal (more on what makes a legal event in Section III: Being a Realms Event Holder).
Next, magical items, weapons, and knightly powers must be checked in with the EH or the event's Magic Marshal (MM) before an event. Event Holders and MMs should know about every magical item at an event, so that the event can be adjusted, if necessary. Event Holders and MMs have the right to fail or disallow any magic item, weapon, or power at any time. If an item, weapon, or power is used at an event without first gaining approval by the EH or MM, the player using said item, weapon, or power is cheating.
Players must check with the EH or the event's MM before the event starts to find out whether any of their spells work differently at the event. Players may not use their spells or abilities until they have checked in with the MM or EH. It is cheating to be using spells or abilities without first gaining approval of the EH or MM.
Lastly, before beginning play, you are to inspect your own weapons before they are used. If you are unsure of a weapon's safety, ask a marshal to inspect it for you. There must always be someone at an event who can be asked to inspect weapons in case anyone does not feel comfortable inspecting their own weapons. If a weapon is deemed unsafe, it is to be removed from play or repaired.
In-Character and Out-of-Character
Being In-Character
Generally, events officially begin after the safety rules, any specific site rules, and other special event rules have been read aloud to the gathered players.
Once an event has begun, you are expected to be "In-Character," or IC, at all times. This means that you are playing your character the whole time you are at an event. Staying in-character can add greatly not only to your own event experience, but to those who are playing the game around you. When a companion of your character is killed, for example, it adds to the tension and drama of the scene if he or she pretends they are dead, while it breaks the mood completely if they are laughing and making comments.
Your character may feel differently than you do about something, like slavery, or magic, or politics, or religion. You may be a pacifist, while your character is a bloodthirsty barbarian. If you can remain true to the character, despite your differences, you can make a memorable story for yourself and those around you. Sometimes, staying in-character is challenging, especially when you know something that your character shouldn't logically know, but you should try to remain IC when playing. Likewise, when the game is done, leave your character behind.
Breaking Character
Once an event has begun, breaking character should be done only when necessary, and should be prefaced with the line, "Out of character..." For example, if you need to have information about where you are supposed to tent, say "Out of character, where is the tenting area?" That way, the person you are addressing knows that it is a real world concern, and should be dealt with differently than a strictly IC concern.
Sometimes, when players get really into character, you may begin to wonder whether animosity or other emotions are completely in-character. It is acceptable to break character to make sure everything is in fact still IC and no-one's feelings are getting hurt out-of-character.
Out-of-Character Only Terms
There are a few terms that should only be used when speaking out-of-character: HOLD and MEDIC. Hold is only used in emergencies as it stops the game. Read The Safety Rules for more information on the correct use of the word Hold. Medic is used when someone needs immediate real world medical attention for any reason, from an allergic reaction to a bee-sting, to a twisted ankle, to an asthma attack. Do not call medic for imaginary (in-character) injuries. If you need in-character medical attention call, "Healer!"
Out-of-Play Areas and "Time Out"
The EH has the option of declaring portions of the event site as "out-of-play" for safety reasons or for NPC use. One thing that should never be done is to use these out-of-play areas as safe havens.
If a fight breaks out in an area that is unsafe to fight in or that is out-of-play, then the fight should be moved to a safe in-play area. If you are in such an area, you may be asked to leave said area for combat. If you refuse to leave the unsafe area, your character is considered dead. After the fight, those involved can move back to where the fight "really" took place, and continue on.
An EH is free to create an "in-play" safe area if he or she chooses. For example, powerful enchantments on the tavern may render weapons and hostile magic inoperable within the tavern walls. In this case, it is fine for players to hide there, since they will be taking advantage of an in game effect.
Event Holders may also declare a "time out" during an event for sleep, dinner, etc. While on an event site, if you are not acting as an NPC at the EH's request, or you are not in a time out, a character is liable to be attacked, and his possessions open to theft.