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:
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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:Hold
Anyone at game can call 'Hold!' when it is necessary.
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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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An immediate safety hazard is about to happen or actively occurring: Someone is about to step on broken glass, walk backward off a ledge, or trip into a dangerous real-life terrain hazard like a ditch or a fire pit.
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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).
Inappropriate Reasons to Call a Hold:Hold
While there are many legitimate reasons to call a 'Hold!', there are just as many not to. The following list is the repeat offenders:
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Minor equipment issues: Dropping your weapon, your shoe coming untied, or a piece of armor falling off. (If it's not a direct safety hazard, simply
roleplayfixsteppingitout ofwhen the fighttoisfix it)over). -
Losing non-essential items:Droppingaglasses:coin pouch, spell packets, or an in-game prop.Combat does not stop for dropped glasses. Retrieve them as soon as you are able. -
Taking a breather: Being out of breath or tired. (You should retreat or yield, not stop the game).
- Combat is going badly for you: You are losing a fight. (This shouldn't need to be said, and yet...)
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In-game confusion or rules disputes: Arguing over whether a hit landed, asking what a specific spell does, or disagreeing with a referee. (These can all be done without calling a Hold).
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Non-serious falls: Tripping or falling down without injury or imminent injury.
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Checking on others unnecessarily: Yelling "Hold!" just to ask "Are you okay?" when someone falls. (If they are not obviously incapacitated, wait for them to call it themselves).
Combat is going badly for you:Being overwhelmed or cornered by enemies.
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Adding these specific scenarios helps address the most common "accidental" holds that disrupt gameplay!