Special World

The Call to Adventure draws the Player Characters out of their ordinary world and into the Special World. The rules of the Special World are different from the rules of the ordinary world and the Player Characters must learn these rules.

The Mentor should have given the Player Characters just enough of the rules to allow them to succeed in the first adventure.

Now at this point in the campaign the Mentor should explain as much of the rules of the special world as he or she knows. This will not reveal everything, but enough to get the players to the Innermost Cave.

Rules of the Special World
From this the Game Master can create a decent set of Special Rules. Just remember that the special rules should tie back into the campaign concept as a whole. The Force is what binds the universe together. Harry Potter’s magical prowess is part of the overall magical world he inhabits. The Spice makes space travel possible in the Dune novels and what makes Arrakis so important.