The "Hold!" Call
The "'Hold!"' call is the most important safety call in the game.
It is used when a real-world situation could potentially endanger someone's safety, or to deal with an injury that has already occurred.
It is important to note that a "Hold!" is distinctly different from "Time Stop!". A "Hold!" is an out-of-game safety pause; "Time Stop!" is an in-game mechanic used to assist in storytelling, pause mechanics, or set up a scene.
Hold Call Instructions
When you hear someone yell "Hold!" or "Game Hold!", you should:should:
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Loudly repeat it to ensure others around you hear it.
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Immediately stop what you are doing and, if possible, hold still.
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Identify why the Hold was called so you can determine if you can help. (Sometimes help simply means stepping out of the way).
During a Hold, the game stops completely. No in-game actions of any kind can take place (combat, conversation, casting spells, traveling, etc.). You should remain quiet and in one place so the source of the Hold can receive everyone's undivided attention.
Once the situation is resolved, everyone should return to their previous positions, count down from 3 as a group, and call "Game On" to resume play.
The word 'hold' should be avoided in normal conversation to ensure the call is reserved for immediate reactions.
Appropriate Reasons to Call a Hold:
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A real-world injury or medical emergency: You or someone else is experiencing a sudden medical issue like an asthma attack, severe allergic reaction, or heat exhaustion.
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Do not call 'Hold!' for an injury on behalf of another individual unless they ask you to or are unable to do so themselves (e.g., unconscious or unable to speak).
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A real-world injury. A hazardous situation is about to
occurhappen(e.g.,orsomeoneactivelysteppingoccurring: Someone is about to step on broken glass,walkingwalk backward off a ledge, ornavigatingtrip into a dangerous real-life terrainhazards).hazard like a ditch or a fire pit.
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Appropriate Reasons to Call a Hold:
Inappropriate Reasons to Call a Hold:
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Dropping your weapon.
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Falling without injury.
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A rules disagreement.
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Combat is going badly for you.
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Witnessing someone else's injury that is not life-threatening.