Da Rules

While Runic Flux offers a wide variety of role-playing possibilities, it's still set in a world with certain limitations, and the story is a specific style of anime. Furthermore, the eras all have certain things in common, so time travel between them isn't quite as awkward as it would be in the real world. Read on to hear the rest, won't you? ^_^

The setting:

Runic Flux is best described as light fantasy with scattered sci-fi elements. This means that we don't put much emphasis on explaining how or why things happen; what's more important is that they happen! Also, although magic is a more influential force than technology, religion and heavy meditation are not very common. The Blue Crescent generally does not have many regions which are completely isolated, and population centers aren't huge; it's a small world. In short, the tone is pretty light-hearted, so just remember that the emphasis is on the juxtaposition of many different fantasy and sci-fi elements, not an overdose on any one.
The elements:
Here are some things that I try to keep to a minimum or don't allow at all, in keeping with the style of Runic Flux.

Mechs. No giant robots, mister. Too much technology in one place is a no-no!
Space Travel. Let's keep it to one world, shall we?  ^_^
Multiple Timelines. Let's keep it to one dimension, shall we??  *_*

Modern Guns:

Runic Flux guns are clunky. The best way to define it would be practicality and accuracy limits. Any gun that can possibly kill in one shot either needs to be reloaded after EVERY shot, breaks easily, is excessively difficult to fire, or has horrible accuracy. The more powerful the gun, the more disadvantages.

However, some guns actually do less damage than melee weapons, which means they can be as practical as guns in the real world. :) To completely understand this, you could take a look at the game Chrono Trigger and the anime Sakura Wars.

Creative Time Travel:
I know you're all ready and rarin' to create your own character or era and zip through time. But getting a story ready for time travel isn't an easy thing! Here are some things to keep in mind. If you want to play a time travel adventurer:
1. Don't make them too attached to their era.
It's just plain awkward when a character has a blood quest against a foreign royal family, a long and complicated past, or some agenda which will stray them to other interests, especially if they happen to be from the Present. Don't feel obligated to spend too much time and thought creating complicated scenarios for your persona, or else you'll be distancing them from the other characters! Also remember that important figures in the Blue Crescent's history aren't very natural time travellers in most circumstances.

2. Remember, eras are closely related.
If you plan on going out and create a character from a new setting, keep in mind that a new era may not be necessary. For instance, the Wild Country also holds a region called The Tropics, and the Present has two major kingdoms, Tristian and Betaru. Keep this in mind, and try to pay attention to Real World history, although blatently straying from what you learned in History class is more than welcome. :)

3. There's something behind all those Gates!
I have many story plans for all this time travel. Mwa-ha! For now, you should just remember that Gates only open at certain points, for specific reasons, and they aren't exactly "open to the general public."