Post by Emmarie on May 24, 2011 15:41:56 GMT -5
[glow=red,2,300]Adventuring Guidelines OOC[/glow]
This is the list of official GM's in RaS. If you are not listed here, you may still GM missions and storylines of your own making, but you only gain 5AP per person / GM!
Exalted Emerald / Halo of Noire
Ferai Prince
A Dark Orb
Angelic Omicidio
Death of Resolve
Seek the Fallen
Scarred Design
Magical Slaying
Want to be added? Talk to Exalted Emerald, and have an outline / writeup for an adventure you wish to practice-run.
NOTE: You still must have all loot approved by Exalted Emerald. You may hand out as much as 1,000gp per adventure if you wish. "Junk" loot is acceptable (mundane weapons, items, etc).
1. CHARACTER DEVELOPMENT
An adventure is a wonderful place for you to develop your character further. Using their talents, racial abilities, and ideas is integral to a fun adventure. The adventure is carried along by your interaction with each other, as well as the person who is leading the adventure. Don't be afraid to play! Got an idea to further your character, have them gain a special item or weapon, or just push them to their limits? Let me know!
2. FUN WAY TO BE ACTIVE
Adventures are not only fun, and a wonderful way to get a break from the same rp day after day, but it is also a great way for the leadership to see how their leaders react and act to situations, and how they interact with the group. It shows leadership skills as well. If you are going to attend, but never have your character interact, then that will not shine well on your character.
3. DON'T BE A HOG
Adventures, unless they were written specifically to provide a character story for your character, are not about YOU alone. Characters that want all the attention, glory, and treasure for themselves are not team players and will not be invited back. Don't hog loot. Don't hog the limelight! This is a group effort.
4. RESPECT THE GM
Respect should be given to the person leading the adventure quest. She or he is not a mind reader, nor are they evil and trying to kill your character. Bad things will and do happen, especially if bad choices are made (such as not healing if they are able to before the next combat), but if you want something particular to happen to your character on an adventure you have to outright ask the leader of the adventure, or give suggestions. Again, I'm not a mind reader!
5. DON'T REWRITE THE QUEST
Don't add things to the quest that aren't there! While you are welcome to rp your character, use their skills, magic, abilities, etc... to further the storyline, please do not decide to add things to the quest that you don't have permission to add. Adventure leaders spend a lot of time and effort writing out a story from start to finish, as well as all the twists and turns, and when you do not ask for permission to add integral parts to the storyline, it could mess up the story for everyone. If this occurs often, you will not be asked back to participate. It is very simple to IM the adventure leader and ask if you can add an element. And I will be gracious and tell you yes or no, and if I can I will work it in, but not informing the leader and adding your own elements...is RUDE.
6. MAGES
You can use magic in quests, in fact, it's AWESOME to use spells you've written for quests. Make sure you've got your spell list/tome updated, and let the GM know if you are going to cast a spell during the roleplay if it will seriously change what is going on. Use your mage dice (1d of your dice) for success outside of combat. Inside combat you use your normal dice for magic attacks. Remember you must have Magic Affinity, or take a class that gives Magic Affinity to cast magic in RaS.
See "How magic works"
7. HEALERS
If you are a healer you can heal in quests in fact it's greatly desired to do so! Healers are very important.
Healers gain "Healing Points" to use for healing. Healing points are merely the amount of hp you are allowed to heal in a quest. If you are not a recognized healer in RaS then you need to rely on potions and relics. You must have Healing Affinity, or a class that allows for healing to heal in RaS.
See "How Healing Works".
8. CLERICS
If you are a cleric / priest / priestess then you may do certain special clerical duties on quests such as consecrate ground, create holy/unholy water and the like. Talk to me in IM.
9. LOOT
You can earn some great treasure on adventures, and some of them actually give you abilities that can be used on subsequent adventures. We will be keeping up with loot on our boards, but it's a good idea to keep up with it yourself somewhere, a profile, email etc.
To use loot in adventures you state what it is you are using and what it does, for instance if I call for a spot check and you have a device that gives you +1 to spot you'd state:
Roll 1d20 Spot Roll
(Lenses of Sight +1 Spot)
(Add the +1 to roll = ? )
Here's some basic loot rules:
This is the list of official GM's in RaS. If you are not listed here, you may still GM missions and storylines of your own making, but you only gain 5AP per person / GM!
Exalted Emerald / Halo of Noire
Ferai Prince
A Dark Orb
Angelic Omicidio
Death of Resolve
Seek the Fallen
Scarred Design
Magical Slaying
Want to be added? Talk to Exalted Emerald, and have an outline / writeup for an adventure you wish to practice-run.
NOTE: You still must have all loot approved by Exalted Emerald. You may hand out as much as 1,000gp per adventure if you wish. "Junk" loot is acceptable (mundane weapons, items, etc).
1. CHARACTER DEVELOPMENT
An adventure is a wonderful place for you to develop your character further. Using their talents, racial abilities, and ideas is integral to a fun adventure. The adventure is carried along by your interaction with each other, as well as the person who is leading the adventure. Don't be afraid to play! Got an idea to further your character, have them gain a special item or weapon, or just push them to their limits? Let me know!
2. FUN WAY TO BE ACTIVE
Adventures are not only fun, and a wonderful way to get a break from the same rp day after day, but it is also a great way for the leadership to see how their leaders react and act to situations, and how they interact with the group. It shows leadership skills as well. If you are going to attend, but never have your character interact, then that will not shine well on your character.
3. DON'T BE A HOG
Adventures, unless they were written specifically to provide a character story for your character, are not about YOU alone. Characters that want all the attention, glory, and treasure for themselves are not team players and will not be invited back. Don't hog loot. Don't hog the limelight! This is a group effort.
4. RESPECT THE GM
Respect should be given to the person leading the adventure quest. She or he is not a mind reader, nor are they evil and trying to kill your character. Bad things will and do happen, especially if bad choices are made (such as not healing if they are able to before the next combat), but if you want something particular to happen to your character on an adventure you have to outright ask the leader of the adventure, or give suggestions. Again, I'm not a mind reader!
5. DON'T REWRITE THE QUEST
Don't add things to the quest that aren't there! While you are welcome to rp your character, use their skills, magic, abilities, etc... to further the storyline, please do not decide to add things to the quest that you don't have permission to add. Adventure leaders spend a lot of time and effort writing out a story from start to finish, as well as all the twists and turns, and when you do not ask for permission to add integral parts to the storyline, it could mess up the story for everyone. If this occurs often, you will not be asked back to participate. It is very simple to IM the adventure leader and ask if you can add an element. And I will be gracious and tell you yes or no, and if I can I will work it in, but not informing the leader and adding your own elements...is RUDE.
6. MAGES
You can use magic in quests, in fact, it's AWESOME to use spells you've written for quests. Make sure you've got your spell list/tome updated, and let the GM know if you are going to cast a spell during the roleplay if it will seriously change what is going on. Use your mage dice (1d of your dice) for success outside of combat. Inside combat you use your normal dice for magic attacks. Remember you must have Magic Affinity, or take a class that gives Magic Affinity to cast magic in RaS.
See "How magic works"
7. HEALERS
If you are a healer you can heal in quests in fact it's greatly desired to do so! Healers are very important.
Healers gain "Healing Points" to use for healing. Healing points are merely the amount of hp you are allowed to heal in a quest. If you are not a recognized healer in RaS then you need to rely on potions and relics. You must have Healing Affinity, or a class that allows for healing to heal in RaS.
See "How Healing Works".
8. CLERICS
If you are a cleric / priest / priestess then you may do certain special clerical duties on quests such as consecrate ground, create holy/unholy water and the like. Talk to me in IM.
9. LOOT
You can earn some great treasure on adventures, and some of them actually give you abilities that can be used on subsequent adventures. We will be keeping up with loot on our boards, but it's a good idea to keep up with it yourself somewhere, a profile, email etc.
To use loot in adventures you state what it is you are using and what it does, for instance if I call for a spot check and you have a device that gives you +1 to spot you'd state:
Roll 1d20 Spot Roll
(Lenses of Sight +1 Spot)
(Add the +1 to roll = ? )
Here's some basic loot rules:
1. You may stack attack and defense items up to +8 BUT IT MUST BE LOGICAL. If you are trying to use two sets of armor for defense, or several weapons at once, that won't work. Be logical.
2. Wands, Potions, Tattoos.. anything that grants a special bonus such as 2d3, or an effect like lose a turn... are used on your turn instead of any other attack bonuses.
3. EXCEPTION: Any class bonus WILL STACK with attacks or defense, or any other items that boost the same thing. Such as a brawler gains a +3 to attack, and if they own a +5 weapon they DO get +8 for attack.
4. If you miss your attack you do NOT add on your enhancement. If you roll 0 hpt for a hit it means you miss, you don't get to add your +1 or anything of that sort.