Game Assembly Rules and Organization

Internal Game Play Assemblies

Anyone who receives this document should have signed a non-disclosure agreement. If you have not, please stop reading here and reach out to J.R. Casimir for a non-disclosure agreement.

Welcome to the Grey Tavern Game Play Clan

We are excited to have you and your imaginations and talents in the Game Play Clan! Below are the rules, Assembly structures, and reporting structure.

Glossary

  • Assembly: Your team. An Assembly must always consist of 4 people. You will remain with this Assembly throughout the duration of your game project, unless your Assembly suffers a Dissolution. You may assemble a new Assembly once your current game project is completed, if you wish.
  • Dissolution: When your Assembly dissolves due to lack of action by all or an Assembly member(s), breaking of rules, or an Assembly member or entire Assembly choosing to leave the Assembly.
  • Sprite Name: The name chosen by an Assembly to represent them as a whole. Sprite Name refers to the names of creatures within Orders, Schools, Houses, and Clans. As an internal member, you may have more opportunity to learn who is behind the various player-run creatures. If you reveal these Animus or Earth Realm names to anyone, you will be removed from the Game Play Clan, Grey Tavern Server, and Grey Tavern Games.
  • Ascendancies: An organizational structure in which the progress of Assemblies moves upward via competitive acquiring of higher and higher titles and positions until your Assembly stands at the top of the other Peris Assemblies in your School.
  • Descendancies: An organizational structure in which the progress of Assemblies moves downward as Assemblies refine themselves and their skills into the specialty of their choice.
  • Succession of Creation. (See description in the Succession of Creation below)

Rules 

  • Game projects must be approved by J.R. Casimir.
    • To approve a game project by her, you must:
      • Have an Assembly established and the whole Assembly must voluntarily agree and be willing to see this project through to completion.
      • Present a project plan that is no more than a single page. The plan should include:
        • Purpose or aim of the game
        • How it will be accomplished
        • Completion Date Goal
      • This should be more than simply an idea. If you are struggling to come up with a game idea or you want to weigh the validity and effort of a concept, talk with Septimus Jack.
  • Septimus Jack has final say on all vision, creative, and equivalency elements of your game.
  • If you try to uncover the identity behind a Sprite Name or reveal it in any way, you will be removed from the Grey Tavern server and games.
  • Your Assembly must be approved by J.R. Casimir and Septimus Jack. If your Assembly must acquire a new member, that individual must also be approved by J.R. Casimir and Septimus Jack.
  • The game project your Assembly chooses should be one everyone in the Assembly wants to do. No one on the Assembly should be/feel coerced, pressured, or manipulated into joining a game project Assembly. Each member should be excited by the project and willingly volunteer. 
    • If coercion or manipulation is used to convince a member to join an Assembly, evidence should be presented first to the Assembly’s Judicator, who will judge the situation. Evidence includes pictured evidence and witnesses.
    • If the Judicator is not able to make a decision or his or her judgment is called into question, J.R. Casimir should be contacted. The person who should contact Casimir if the Judicator’s judgment is called into question should be the Assembly’s Lord.
  • Games NEVER leave The Grey Tavern or any of its locations. This includes discussion of your game project with anyone who is outside your non-disclosure agreement for the game project.
    • The only time a game should leave a Grey Tavern location is if you take the project home to work on it. But no one should see it.
  • If a game Assembly needs to contact a local community leader for their project, they must do so with Septimus Jack present.

Warnings

The members of an Assembly are up to you. However, we strongly suggest that each member have a different Soul Color or Soul Element as all 4 Color types and all 4 Element types work together, respectively, extremely well. 


Below are warnings that include the strengths and weaknesses of the various Color and Elemental types in Assembly collaboration in the two types of organizational structures: Ascendancies and Descendancies. We encourage you to use this guide to help you assemble an Assembly that will powerfully accomplish the projects  you all work toward. 


It should be noted that every one of us has a Color and Element. This warnings guide is simply to help others see how to best work with an individual. This is not meant to increase discrimination as every Color and Element has very positive traits and very negative traits. This guide is here to help teams assemble themselves in a wise composition. This is another reason why your Assembly is very important and letting people into them without consulting J.R. Casimir and Septimus Jack is not allowed.


General Positive and Negatives:

Color or Element

Structure Performs Best In

Red

Ascendancy

Positive

A Red is a go-getter. They see a need, have a dream, or simply wish to accomplish a goal, and they have a gift of inspiring people to do the goal and tasks they ask them to do. They are very good at identifying the heart of a project, aim, or topic. They usually find the most respect and energy from providing those that follow them with the materials and praise needed for them to do their tasks.

Negative

Reds are drawn to any sense of gravity they feel. And all of them deserve the Red’s attention. This means that they bounce around to each gravity well, taking anyone who will go with them, instead of seeing goals and aims through to completion.

Green

Ascendancy

Positive

Greens are extremely good at processes. They know the rules and help an Assembly excel within them. They also are also good judges of a situation, being able to determine who the most competent individual is at a task. They organize things into their proper order so activities and projects can run as seamlessly as possible.

Negative

Greens can get stuck in a process because it is reliable and doesn’t require comprehension. If something new is introduced, they struggle to comprehend the hows needed to accomplish the goal or task. Although, they can usually sense the weight and importance of it, if the new idea or thing does have a weight or gravity to it. If they don’t like a project or idea, they can kill it using the process or rules.

Blue

Ascendancy

Positive

Blues excel at seeing the holes in an idea or process. They analyze everything. They seek to refine and improve the overall method of what is being done so it can be repeated and, most importantly, be easily comprehensible and valuable to anyone else who wants to analyze their work. This is incredibly valuable for helping a team to cut unnecessary facets, expectations, or processes of a project.

Negative

Blues can cut things to pieces. If they don’t understand something, they will halt a discussion or effort until they do. This can lower the morale of others in the Assembly or completely kill a project depending on the personalities of the other Assembly members.

Purple

Ascendancy

Positive

Purples are inspirers. They rally others and uplift them when they are discouraged or don’t see a way forward. Purples will often help carry the downtrodden’s load until the individual is uplifted and has energy of their own to finish the task.

Negative

If a Purple feels slighted, oh no. Their positive feelings about a situation, project, discussion, etc, will immediately turn negative. Unless the positive feelings can be restored, a Purple will use their abilities of inspiration and unity to turn people away from whatever or whoever caused the slight.

Fire

Descendancy

Positive

Fires also are very quick to identify the heart of a project, discussion, or thing and is drawn to that weight. They can use their Fire to light people with passion for the project. They use their vision and sense of structure and order to keep people on the path they can is necessary to accomplishing a task. Fires excel at being leaders of Descendancies.

Negative

Fires can too tightly control a project, leading others to be disimpassioned. Also, Fires can never do the same thing twice. This includes sharing their thoughts and concepts. They can often struggle to share what the concept is or the path of success because they’ve already burned through the conceptual material, and so it is nearly impossible for them to go back, especially if they are asked to repeat themselves.

Earth

Descendancy

Positive

Earths are patterned individuals. They see very little reason to ever reinvent the wheel because, yes it may have a few squeaks, but it works and has worked for a long time. This mindset is beneficial to a project because they are effective and efficient, and they help others to be so as well. Earths thrive as the organizers of Descendancies.

Negative

Earths can be too married to patterns and rules. They expect that everyone else knows the rules as they do and can become belligerent if someone ever attacks the rules. Earths can also feel uncomfortable with new concepts, especially. If it is something unfamiliar to them, they will become overwhelmed and typically not want anything to do with it. The way to help an Earth with something new is to break it up so it can be comprehended.

Water

Descendancy

Positive

Waters are extremely reactive. They go with the flow– seeing opportunities when they arise and being very intune with the physical world around them. They are fantastic interpreters who rely on their understanding of the world to inform their decisions and interpretations. They use this to smooth out ideas and efforts of the project. Waters find the most reward and joy in seeking ways to improve an initiative.

Negative

Waters are not structured. They do truly flow with their feelings, perceptions, and energies. They will have the hardest time keeping deadlines or offering consistent effort. This doesn’t mean they don’t believe in the project. Waters follow the bend and twist of the now, letting the future decide itself.

Air

Descendancy

Positive

Airs truly give an Assembly life. They unify the group behind the substance of a project, goal, or discussion and through their sensitivity to the feel of the room. They are the ones who stoke passion when it dwindles. It is Airs who remind and inspire the rest of the Assembly of the true and good heart of their goal when times get hard. Airs feel the most value helping their Assemblies where support is needed.

Negative

Airs will fill anything with air. Though they see the weight behind their Assembly’s goal, they don’t think in hows. Instead, they will try to treat a project or goal like a balloon. With all the good intentions of their heart (because they do have very good intentions), they will make the Assembly’s goal come to be, but if anyone taps it, it will pop which could lead to damaged relationships in the Assembly and with those the Assembly is working with.


Each Color and Element is prone to certain actions and mindsets. This warning is also to help Animuses see where they will have the most benefit and where they will cause the greatest harm. It is also to help Animuses mitigate the weaknesses and detriments of their Assemblies. Assemblies will succeed the best if they truly understand each others’ strengths and weaknesses and work to rely on each others’ strengths to support and even cover each others’ weaknesses. 


Simply, in a Descendancy, your Element is your strength and your Color is your detriment. This is opposite in an Ascendancy.


Red

Reds are detrimental to Descendancies. They will completely take over a Descendancy Assembly. They will step all over the other members to make what they think should happen come to pass.

Green

Greens will halt the progress of a Descendancy by cornering the Assembly in rules until it can no longer move. They do this because they do not want to do the project, goal, or task.

Blue

Blues will demoralize and paralyze a Descendancy. In their cold analysis, they will see every hole with everything. This is especially detrimental to Fires, who lead Descendancies. Blues can blow out the passion of a Fire faster than any other Color or Element. And when a Fire is disimpassioned, the whole Descendancy Assembly dies.

Purple

Purples can be beneficial to a Descendancy, but if slighted, they will lead to a hard and nasty downfall of an Assembly, 9 times out of 10 leading to Dissolution. If a Purple feels slighted or isn’t praised, they will make it their personal vendetta to destroy the Assembly.

Fire

Fires will snuff out an Ascendancy Assembly because they will micromanage everything. They will literally take the joy out of the experience and initiative if allowed to do this.

Earth

Earths are too inflexible for Ascendancy Assemblies. They will negatively reward Assembly members for trying something new or not agreed upon/practiced. They struggle to visualize the new and unfamiliar and will force everyone back to the patterned path, killing the initiative Ascendancies especially need to succeed.

Water

Waters will lead Ascendancies to destruction. Ascendancies need to be as close to 100% sure of a decision as they can get before moving forward. That is why they need Blues to analytically cut up every decision, discussion, and thought. Waters rely heavily on their intuition rather than on true experts or data and so are unreliable in Ascendancy structures.

Air

Airs will chaotically chase after what they feel is substantive. This is not needed or wanted in an Ascendancy because Airs will not explain themselves or their perception of what and how something has substance. This will lead to distrust of the others toward the Air, and the others will act as a three-person Assembly which is not sustainable.

Assembly Roles

For now, all game projects should be run in Ascension structure.

Roles and Hierarchy

Master

The Master is the leader of your Assembly. This role should be filled with a Fire, if in a Descendancy, or Red, if in an Ascendancy, individual. This is because Fires and Reds excel at seeing the bigger picture. They can see what tasks and matters carry the most weight, influence, and options for success. As such, the Master is the member of your Assembly who holds the responsibility of deciding which tasks your Assembly will move forward with and which you will not. They should of course get the input of the Assembly, but the final decision rests with them.


If the rest of the Assembly feels that the direction the Master has decided on isn’t right or good, can escalate the issue to their Jinn or Jiniri. This should be done after discussing the issue and a resolution(s) as an Assembly at least once.


Masters are also in charge of instigating the first step to the Succession of Creation. The first step focuses on Land and Property. Reds or Fires should seek out contacts in local governments, businesses, farms, and other establishments in the community to see how Grey Tavern games can help them. This will help your Assembly have the resources needed to complete your game project as well as develop trust between the Grey Tavern and the community. If you need to meet with a local leader, you must have Septimus Jack with you. Once a liaison in the local organization is selected to work with you on your project, you can meet with them without Septimus Jack.


Judicator

The Judicator is the judge and rulekeeper. This role should be filled by an Earth, if in a Descendancy, or a Green, in an Ascendancy, individual. This is because Earths and Greens care greatly about rules and structure. As such, they are usually the only ones that will read the rules and keep the group within the structure of success.


If disputes arise in an Assembly, particularly those of a procedural or interpersonal nature, the Judicator judges the case against rules and historical precedents. They are usually the best at judging situations unbiasedly. However, if bias or the other misuses of this power is suspected, the Lord should escalate the situation to their Jinn or Jiniri.


Judicators are also in charge of the second step to the Succession of Creation: Education and Teaching. The Judicator is responsible for getting in contact with people who have the skills the Assembly needs to learn in order to complete the game project. Judicators organize events in which this specialist teaches the Assembly how to do the relevant skill.

Dean

The Dean is the role of knowledge and perception in the Assembly. He or she should be a Blue or a Water. This is because those with this Color and Element are usually the most versed in or the most able to acquire knowledge. They tend to quickly find a voice of authority or a method of success quickly that others in the Assembly may have difficulty finding this information or lack a desire to go down an already proven path.


In the Succession of Creation, a Dean implements the third step: Practices and Experiences. This has two facets.

  • Finds out what events are happening in the community and/or the Grey Tavern, and organizes their Assembly and others to go and support the activity and/or individual(s). 
  • After the specialist the Judicator finds teaches the Assembly how to perform a skill, the Dean sets up activities in which the skill is practiced and the quota of items or other things needed to complete the game project is fulfilled.

Deans are incredible for testing games. They are especially useful when games are tested. While a Master and Lord can measure the emotional impact and excitement of testers, Deans analyze the data of their play, choices, likes and interests through surveys, game play data, etc. Deans present their findings to the game Assembly so that the Assembly can see what tasks are the most important to accomplish by the project completion date.

Lord

The Lord is the inspirer and often acts as the face of the Assembly. This role should be filled by an Air in a Descendancy and a Purple in an Ascendancy. This is because these individuals excel at interpersonal communication and relationship building. They keep the Assembly’s spirits high. They improve relationships with those who interact with them on projects. 


In the Succession of Creation, a Lord organizes the fourth and final step: People and Visitations. The Lord is the one who organizes delivering a completed game project, game tests, or any other times in which the recipients of a game project’s efforts are met with. 


**Lower Court and Fey Studies are not applicable yet for game Assemblies.

Succession of Creation

The Succession of Creation is the process by which the majority, if not all, game projects should be completed for high success rates. Not every game project needs all four steps in every instance, but this is uncommon.


Four steps of the Succession of Creation:

  1. Land and Property
    Masters are also in charge of instigating the first step to the Succession of Creation. The first step focuses on Land and Property. Reds or Fires should seek out contacts in local governments, businesses, farms, and other establishments in the community to see how the Grey Tavern games can help them. This will help your Assembly have the resources needed to perform your game project as well as develop trust between the Grey Tavern and the community. If you need to meet with a local leader, you must have a Septimus Jack with you.

  2. Education and Learning
    Judicators are in charge of the second step to the Succession of Creation: Education and Teaching. The Judicator is responsible for getting in contact with people who have the skills the Assembly needs to learn in order to complete their game project. Judicators organize events in which this specialist teaches the Assembly how to do the relevant skill.

  3. Practice and Experience
    In the Succession of Creation, a Dean implements the third step: Practices and Experiences. This has two facets.
  • Finds out what events are happening in the community and/or the Grey Tavern, and organizes their Assembly and others to go and support the activity and/or individual(s). 
  • After the specialist the Judicator finds teaches the Assembly how to perform a skill, the Dean sets up activities in which the skill is practiced and the quota of items or other things needed to complete the game project is fulfilled.

  1. People and Visitations
    In the Succession of Creation, a Lord organizes the fourth and final step: People and Visitations. The Lord is the one who organizes delivering a completed game project, game tests, or any other times in which the recipients of a School’s efforts are met with.