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Posted: Fri Jul 27, 2012 12:38 pm
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Posted: Fri Jul 27, 2012 6:33 pm
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Gren_Eckener Vice Captain
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Posted: Fri Jul 27, 2012 7:50 pm
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A mix.
Like I said, removing a large amount of the math/numbers/dice rolls so that its more friendly for people new to the experience.
i.e. I'm not going to do "Spot/Listen/Hide/Knowledge Checks" based off of skill levels, I'm going to base things off the following:
These are the basic codes of conduct. There are not many and they are very simple. Breaking these will have consequences.
1. Common Sense Don't be an idiot. Respect each other, respect the TOS, and respect guild rules. Don't mess it up for the rest of us, and try not to do anything that would upset other people. This is a GAME after all, we're here to have fun.
2. Control Don't control anyone else's character(s). Don't severely affect (maim, kill, etc) them without permission (of the player or with GM override). Don't go off on an insane killing spree (without permission). Don't mess up the plot/world. Basically use some measure of self control or pay the consequences (character death/player ban).
3. Literacy We write in third person, past tense, complete sentences. L33t speak, txt abbreviations, profuse slang, and generally bad grammar should not be used outside of dialog. We won't be grammar Nazis but do try to write well.
Please do not color and/or bold dialog. It puts too much emphasis on dialog which, while important, should not be put above the rest of the text. In fact you would do well to read the non-dialog portions more closely than what lies between quotes, as those often tell lies.
Also every time I see "lol" in an RP I die a little inside and if you center align long blocks of text or use bright font colors I will kill your character.
4. Depth We'd like our characters to be as real as possible. Don't just give us a vague concept, have a fleshed out person with a rich background and personality to play and try to keep it somewhat believable. Because of this policy all characters must be approved by the GM before they can join the RP.
5. Commitment We want dedicated players or at least to know how dedicated all our players are so we can pair them with other players of the same level. You will be asked for a commitment level on your character submission, take that seriously and give us the time you sign up for.
6. Dependability If you will be unable to keep your commitment please let anyone you have a scene with know ahead of time so they can get out of the scene if they would like to do something while you're gone. There is no formal punishment for failing to meet your commitment but frequent, repeated lapses in commitment will result in the lowering of your posted commitment level and your character going 'in the bag' (either played by the GM as an NPC or knocked unconscious/otherwise incapacitated).
Description of Action
In a system without stats or dice, action in which failure might occur (combat and skill use) can be tricky. Here we use a system of attempt and result where the PC makes an attempt and the GM declares the result. Success of an attempt is based on several factors:
1) Plausibility: could the character logically succeed given stated skills on the character profile and past actions within the RP.
2) Writing: to encourage good writing, a well written attempt can push a borderline plausibility into success. Conversely, a poorly written attempt can push a borderline plausibility to fail.
3) Awesomeness: a clever, cool, humorous, or otherwise awesome attempt can push a borderline plausibility into success. A truly spectacular attempt can bend the laws of physics if well written.
4) Dice: the GM will occasionally use dice when other factors are not present to help decide the outcome.
5) Plot: some things will just happen (or not) for the sake of the plot. This should not be a common occurance but it may happen.
This system should be used whenever there is a real chance of failure. Don't bother with things that should obviously succeed (archer hitting a haybale at short range) but do use it when:
1) The attempt could easily fail: archer hitting an apple off a tree at long range
2) Any combat situation: PvP or NPC
3) Other opposition: sneaking past guards, picking pockets
In all cases the GM dictates attempt results, especially PvP situations. This should lighten up as characters master skills and players become more established in the system.
How to Do It To make an attempt the player states an action with open ended vocabulary:
Quote: Player: The squire made a desperate lunge with her sword, aiming for the bandit's heart. GM: In a feat of newly honed skill, or blind luck, the sword found its target and sank deep into the bandit's chest. Player: The squire smiled, pleased with her first kill, and jerked the sword back from the bandit's rib cage to turn on another with a slash of her bloodied blade.
Note the outcome is not stated by the Player, only the action. The GM follows with the result of the attempt and the Player then reacts with a new attempt. This example was decently plausible but slightly borderline due to the specific aim and moderate skill level of the PC. The attempt is properly written but neither particularly well nor poorly and there is no awesomeness to help tip the scales. Its result was decided with a die roll (I'll usually mention luck when that happens).
EDIT: I should note, that there will not be any true PvP; as this is a cooperative PvE game in nature and the only PvP may wind up being a duel, at most.
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Posted: Sat Jul 28, 2012 10:11 pm
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Gren_Eckener Vice Captain
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Posted: Mon Jul 30, 2012 5:17 am
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Posted: Fri Aug 03, 2012 5:28 pm
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Posted: Sat Aug 04, 2012 7:20 am
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Posted: Sat Aug 04, 2012 9:55 am
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Posted: Sat Aug 04, 2012 12:37 pm
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Posted: Sat Aug 04, 2012 1:40 pm
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Posted: Sat Aug 04, 2012 4:30 pm
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Posted: Sat Aug 04, 2012 7:57 pm
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Posted: Sun Aug 05, 2012 8:35 am
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Posted: Mon Aug 06, 2012 11:45 am
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