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The Offical Rules Thread
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Saranus



Joined: 06 Sep 2005
Posts: 836

PostPosted: Wed Oct 11, 2006 9:16 pm    Post subject: The Offical Rules Thread Reply with quote

The World of Murloc
The Official Rules Thread

  • 1. An RPG


  • 2. Our RPG
    • 2.1 The GMs
    • 2.2 The Players
    • 2.3 Joining and Leaving the RP


  • 3. The Groundrules


  • 4. The Forum as a Playing Board
    • 4.1 The Stickied/Basic Threads
      • 4.1.1 Home Threads

    • 4.2 The Unstickied/Expansion Threads
      • 4.2.1 Adventure Threads
      • 4.2.2 Exploration Threads


  • 5. Posting in Threads
    • 5.1 The GM Posts: The Turns
    • 5.2 The Player Posts: The Content
      • 5.2.1 Action
      • 5.2.2 Interaction
      • 5.2.3 Reaction or Combat
        • 5.2.3.1 The Combat System


  • 6. The Player’s Character Sheet
    • 6.1 General
      • 6.1.1 Why make a sheet?
      • 6.1.2 Who to send it to?

    • 6.2 Statistics
      • 6.2.1 Basic Statistics and their Explanation
      • 6.2.2 The Significance of Each Statistic
      • 6.2.3 An Example

    • 6.3 Abilities
      • 6.3.1 Skill Point System
      • 6.3.2 Another Example
      • 6.3.3 Leveling up


  • 7. The Flow of Time
    • 7.1 GMs can modify time
    • 7.2 Time between Turns
    • 7.3 Asynchronous Threads


Last edited by Saranus on Wed Nov 22, 2006 12:55 pm; edited 1 time in total
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Amaunator



Joined: 03 Dec 2005
Posts: 2074
Location: Belgium ... innocuous but intrepid!

PostPosted: Fri Oct 13, 2006 2:50 pm    Post subject: An RPG Reply with quote

1. An RPG

The word RPG stands for Role-Play(ing) Game. Normally the difference between RPG and the shorter RP is that an RPG is a video game (hence the G). In our case it can be shortened to RP for ease of use, but don’t let the terminology hinder you. You are free to call it whatever you want Wink.

Wikipedia defines it as follows:
Wikipedia wrote:
[An RPG] is a type of game in which the participants assume the roles of characters and collaboratively create or follow stories. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games.


For this to work we seem to need certain criteria. Participants are one of them; That’s you, though we’ll be using the term ‘player(s)’ rather than ‘participant(s)’; it sounds catchier and more to the point. Players need to make characters in order to play the game, it says. We’ll get to that part later; just keep it in mind for now.
We need stories, well duh! Farther on the quote separates Player-RPGs from GM-RPGs (GM = GameMaster). Know that you’re about to enter a (mostly) GM-RPG. There’s not much of creating a storyline in it for you guys (tips and ideas are always welcome, but if you want part of your character explained and invent an interesting storyline for you and some others, then send us a Personal Message!); It's our job, the GMs, to run storylines and you’ll hear more than enough about and of us soon!
Next on the list is a formal system of rules and guidelines. Well, guess what, but you’re reading one! Here we GMs come into play again. We make the rules and make sure everybody adheres to them. You are always free to dispute our decisions – we’re humans too, you know Wink –, and normally it shouldn’t affect mutual relations aversely. We don’t want rules to sit in the way of the fun, but remember that when breaking the rules becomes equal to spoiling the fun, we GMs are going to have to cut in.
Improvisation is a big thing you shouldn’t forget. Without it we’d have all sorts of cliché adventures and characters going about. Don’t let this frighten you, however. Man’s biggest strengths are his adaptability and his creativity. If you don’t have the one, you have the other to compensate the losses for you Very Happy.

When people speak of RPGs their mind instantly turns to elaborate tables and sheets, dice throwing and muffled laughter from a mouldy basement. None of that here (although I must admit we have a sheet for you to fill in at your heart’s desire Very Happy)! We’ve opted for the non-numerical approach. Maybe a slight acquittance is in order: there will be laughter, but it just won’t be coming from a mouldy basement (unless you read this forum from one…).
You can toss out all the Reflex Saves, Off-hand Attacks, Racial Specifiers, Hit Points, Fatigue Levels and other such time-draining drivel (I never was one for tabletop, so I hope nobody feels offended Wink)! We’re interested in realism and off-the-cuff storytelling. We’re all writers here; if you aren’t, we’ll make one out of you yet Wink. It’s a big club and it can only get bigger Very Happy.

RPGs can take place in any time on any planet in any kind of situation. It’s the most freeform way of gaming and the most productive one too. The players and GMs together decide how good the experience is. As a bridge to our next chapter, I’d like to add that we as GMs have every intention to make this a kick-ass RPG and an unforgettable experience by instilling first-rate information about the world of TMiL (The Murloc is Lonely) into the RPG!


Last edited by Amaunator on Sun Dec 23, 2007 1:19 pm; edited 12 times in total
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Saranus



Joined: 06 Sep 2005
Posts: 836

PostPosted: Fri Oct 13, 2006 6:37 pm    Post subject: Our RPG Reply with quote

2. Our RPG

The World of Murloc is a forum- and turn-based RPG set in the world of The Murloc is Lonely. You start off in Storm City, metropolis exemplaire, some years before the start of The Murloc is Lonely. This means you might see glimpses of Horse running around town, but you’ll probably never see Storm City burning (unless you stick with us for that long Wink).

The World of Murloc works differently from RPGs you may be familiar with. There are no classes as you know them, only your abilities, actions and appearance. There are also no levels in the traditional sense. Instead, your character will periodically earn a new skill point, which can be applied to existing skills, or saved up to learn new skills, which will happen gradually and slowly. The rules, statistics, formatting and so on are all just there to provide a framework for your character’s story.
We eschewed much of the dice-rolling and stats tracking found in most tabletop RPGs for your sake, and ours, so we could focus on the storytelling, not the combat calculating Wink.

This game is not about getting an uber-powerful character. It's about telling your character's story. These forums are after all an appendix to TMiL and not to some game publisher’s forums. Wink
In this spirit, the first rule of thumb is as follows: play smart, and don't try to circumvert the system. You're not in this to win. You're in this to tell a story.

You can join the World of Murloc at any time. Information on character creation is found below. When you’ve created a character, PM it to one of the GMs for approval and, when your character is affirmed, you can freely stroll into a Home Thread (GMs will give you a Personal Message on which Home Thread you should start in) and play the game from there on. When players do stumble upon trouble or impossiblities, there’s always the GMs to steer them back to safety. So don’t be a stranger!

  • 2.1 The GMs
    Currently acting as GMs are: Saranus, Amaunator, Letum (assistant GM when any of the first two manage to be unavailable) and Albatros (when he feels like it… Wink).

    Our position is manifold. We make rules and see to it that everyone sticks to the rules. We will make sure to keep everyone aware of contextual changes in this thread at all times.
    We provide the storylines and content conform to the story of The Murloc is Lonely, herein aided by Albatros.

    Concretely, we make sure nobody oversteps any boundaries in the RPG threads, changing or deleting any possible disturbances that are completely irrelevant or redundant.
    We will make Turn Posts to keep the story going. More on those later, first something on you.


  • 2.2 The Players
    You are not alone as a player. Seeing how you have to ‘live with each other’ in this RPG, you have to trust, depend upon and wait for your colleagues at one occasion or another when you’ve written a post and they’re still supposed to respond etc.
    Don’t mistake yourself between in-game and out-game behaviour, though. You don’t all have to be friendly to each other in-game, but we’d like you all to treat each other respectfully out-game, primarily in the Out Of Character Thread.

    There are a few commitments - mere trifles really Wink - you’ll have to deal with as a player:
    • Create a character using the blueprint provided below and send it in for verification. (More on this in Chapter Six: The Player’s Character Sheet.)

    • Post in the correct way, in the correct thread, with the appropriate attention to spelling and grammar (preferable) at the appointed time. (We refer you to Chapter Five: Posting in Threads!)

    • Stick to the rules that are laid down in this document. They’re not extensive or hard to cope with; rules of conduct might be a better way of describing their purpose; we won’t fine you or disqualify you Wink (well, not normally Confused; I guess there could be exceptions, but we’re desperately hoping we never have to disqualify anyone).

    • It would be nice for others to be able to describe your character when you’re in a conversation etc. That’s why the players asked us to initiate a thread so they could put up a small description of their character, nothing anyone else can’t know. We hereby urge you to join the fun and try it out yourself in this thread once your character has been approved by us.

    • Have fun! Be creative! Tell a story! Amuse us don’t abuse us Wink.


  • 2.3 Joining and Leaving the RP
    This is the easy part. You send us a PM that you want to join. If you can, give us your character description along with it. If you don’t, we’ll remind you. But anyway, you won’t be able to play without a character Wink.

    If you want to leave the action for a few days, then you can go to a Home Thread or anywhere else where you could realistically retreat to an apartment (if you own an apartment or something like that) or room (if you rent one from the innkeeper or mention doing so in your last post).
    You can do something likewise if you’re leaving permanently. In both instances we would like a mention of it via PM. Very Happy

    A character is officially labelled inactive when he’s not played for more than four turns.

    If you want to rejoin the merry gang, then we’d appreciate a PM again, after which we will expect you to make your own entry in the (Home) Thread you left off.
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Heloly



Joined: 31 Jul 2005
Posts: 1602

PostPosted: Sat Nov 04, 2006 6:00 pm    Post subject: The Groundrules Reply with quote

3. The Groundrules

Here’s where we establish some rules for you all to abide. Don’t worry about anything extremely limiting or detrimental to your fun, we’re just making sure you all know what’s what Smile. Regularly check up on this page. I did say earlier that we’d make notice when we’d implement something new, but the same doesn’t count for editing existing content (!). That would be a drag on this thread, seeing how there will always be a tiny error to be rectified or some part to be clarified in depth.

  • Don't try to cheat or abuse the system.
    Should you do so unconsciously, we will remind you of it and solve it or tell you how to, so you learn to solve these things for future accidents Wink. But when you have done something you know is not allowed and then try to talk your way out of it, we might not be as lenient. Know that we’re always on our guard and, while we are your best friends when you play by the rules, we will act when necessary, even though we’re silently hoping we won’t have to. Ever. It’s more fuss for us than it is for you, trust me! Very Happy

  • Gameplay will be strictly turn-based.
    This means that there’s a strict limit as to how many posts you can make at maximum. We won’t force you to post unless you demanded a response from us first, so there’s no minimum (You can ‘stroll in on’ the story on occasion, but you can’t expect your character to still be on par with everyone if that’s how you wish to play the game).
    You are allowed one specific action every turn. If you are having a conversation with someone, then you are allowed to have three posts in that turn, but you can’t adorn those conversations with several actions.
    Likewise, you can’t participate in more than one thread at a time; that counts as making simultaneous actions as well.

  • No playing anything other than your own character.
    This is about telling your own character’s story, not someone else’s. Only when someone is talking to you, can you work their conversation or previously stated actions into your post.
    Other players might on a regular basis divulge their character’s emotions, secrets and intentions implicitly by whitelining their text or narrating. But only when your character is told something or can clearly spot something, will you be able to act upon it.
    You can always have your character guessing and estimating obvious things about a character (ie. ‘He or she is very emotional, so that person must have gone through something stressful, or that person is just a whiny brat’), but you can’t take something your character doesn’t realistically know and use it to your advancement (ie. ‘The person has been through a painful stage in life (you know that he/she lost his/her parents, for example), so maybe I can coerce and intimidate that person by playing on the character’s nerve etc.).
    We all know the boundaries and us GMs hope you’ll be respecting them Smile. Remember, this is not a competition for being the first, the best, the strongest, the smartest or anything like that. This is about telling your character’s story!

  • To make things easier on everyone, we’d like you to stick together as much as you can. This means that, when you’re in a Home Thread, you’ll not leave the building and wander off to another part of town and, when you’re in an Adventure Thread, you won’tseparate from the group willfully. If you leave or join, then you’ll not immediately be where you need to be, but in that instance we ask that you go there as soon as you can.
    There is an exception to this: the Exploration Thread. You can wander here all you want.

Have fun playing, we’ll see you around. Despite these few rules slash guidelines, nothing’s stopping you from going out there and kicking proverbial butt! Make us proud Wink.

The next part is more of a manual than it is a ruleset. We’d like you to read it all the same; it’s the framework of our game. It might be long, but remember that Rome wasn’t built in one day either Wink.
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Albatros
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Joined: 15 Jul 2005
Posts: 2110

PostPosted: Sat Nov 18, 2006 1:38 am    Post subject: The Forum as a Playing Board Reply with quote

4. The Forum as a Playing Board

Everything that is relevant to the World of Murloc belongs in this forum and in no other forum of this site.
There are some specific threads you’ll need to pay attention to, more than others, and some that you won’t need to read (stress on need, because you always can read them) when you’re involved in an action somewhere else.

  • 4.1 The Stickied/Basic Threads
    These threads will be your crossroads and milestones. On one hand there will be threads which will always feature, such as this thread and its likes (eg. The Official Rules Thread, The Out of Character Thread, The Character Info Thread and The Murloc Lore Thread), and on the other hand you have the Home Thread(s) (eg. H(1) – The Panda Pub).

    It’s best that you keep yourself up-to-date by reading these threads on occasion.


    • 4.1.1 Home Threads
      Home Threads represent static locations. They are like quest hubs – it’s where adventures begin, and new players join in. The game's only Home Thread (at the moment) is the Panda Pub, in Storm City's Goldshire District. The Home Thread is confined by the building(s) that situate(s) in the title and its/their immediate surroundings, the latter being the (eventual) porch and the few metres in front of the exit/entryways.
      From here, you can go to Exploration Threads and Adventure Threads.


  • 4.2 The Unstickied/Expansion Threads
    There are two types of Expansion Threads: Adventure Threads and Exploration Threads.
    If you’re not involved in any, then that’s not a problem. They are light reading. If you’re not already in an Adventure Thread, then you’ll have a hard time getting into it (improbable but not impossible). The Exploration Threads are also light reading, because most of the things happening there won’t concern you at all. But never say never…


    • 4.2.1 Adventure Threads
      Adventure Threads represent groups of people. They form whenever someone leaves a Home thread on a mission, and exist as long as they are actively being quested in for that particular quest.
      There may be several Adventure threads going on at any one time. Adventure Threads, of course, are where the adventures happen; they won’t happen anywhere else.
      From here, you can go (back) to Home Threads. You can not venture into Exploration Threads from Adventure Threads.


    • 4.2.2 Exploration Threads
      Exploration Threads are threads in which you can explore the city, buy stuff and travel between certain parts of the city. All of these things you can do in Adventure Threads as well, but now you can do them separately and freely without having to stick together with the group.
      From here you can go to Home Threads, but you can’t go directly to Adventure Threads from here.
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Heloly



Joined: 31 Jul 2005
Posts: 1602

PostPosted: Sat Nov 18, 2006 12:15 pm    Post subject: Posting in Threads Reply with quote

5. Posting in Threads

So, let’s talk about how to post, where to post and what to post. One other question might assert itself: why to post, but the answer’s so simple it hardly needs explaining. You post to advance as a player and to tell your story!

The how is important, but not something we’ll go into too much. Seeing how we do play part in Albatros’s story, it’s only fair that we write this ‘story’ with all the diligence and care we can muster Wink.
We won’t explain to you how to write, that’s all up to you and very subjective too, but we can point you to a set of sites that could help you out when you’ve stumbled upon a grammatical wall Very Happy:
Dictionary
Another dictionary
Encyclopaedia
Grammar Guide

Every thread (Cf. Chapter 4: The Forum as a Playing Board) is a potential candidate to post in, but you can’t be everywhere at once. The rule is that you stick to one thread at a time, disregarding the off-topic threads such as this one. As I said earlier, you can’t participate in two on-topic threads simultaneously.

What you post is very important, as opposed to the previous questions. There are two big categories to differentiate: GM Posts and Player Posts.

  • 5.1 The GM Posts: The Turns
    Activity within each thread is confined by GM-authored Turn Posts.
    Turn posts will always have the same kind of structure:
    • [The Combat Signifier]: We use the [IN COMBAT]-tag to notify whether a thread is in combat or not. When it is not, we omit it. Special rules count under the [IN COMBAT]-tag, which you can read about a bit further down.
    • The title: states what thread you’re in and what turn it is.
    • The player announcements: displays when players have left or entered that particular thread and will occasionally say which players are present in the thread.
    • [[The prelude]]: summarises the goings-on of the previous turn.
    • The story: the story progresses in this part; NPCs will respond, will make an entry or will disappear, all this nicely wrapped and ribboned by yours truly.
    • [[The expectations]]: when a particular player has to respond before the next turn post can be made, then their name is stated here. The default message is “A group action is required.” When nobody in particular has to comment.
      Note: players that weren’t mentioned in this part can still reply (except when [IN COMBAT] where only those that fight are allowed to post; Cf. below).
    • [[The GM OOC announcements]: These announcements can have any kind of color or bracketing depending on which GM posts them and they can choose to put them on top or at the bottom or wherever else they please. Just know that the GMs have announcements of their own to make at times, and that it's best not to skip them Wink.


    There is an exception to this structure, though. In the Exploration Threads, there will be no real turn posts, because there will be no counted turns. There, turn posts serve the GMs as a means of responding to the demands of players, not as a way of managing several players’ actions at the same though, though this might occur from time to time.


  • 5.2 The Player Posts: The Content
    When you post, you add to the intrigue and add to your character. Sometimes you perfom an action or reaction, sometimes you interact with other characters to achieve your goals.
    These three things are very important and you must ask yourself frequently: am I acting, interacting or reacting? More on that below.

    Besides those three key features, everything is stuffing, personal input and creative expression.
    Overall, we’d like you to follow this structure for your posts. Nothing difficult or confusing, and most are quite familiar with it already.
    • [The Combat Signifier]: You use this to signify that you’re in combat and thus fall under the rules of the Combat System (Cf. below).
    • [[Announcements]]: Here you announce when you are joining a thread in the following form: [[*Character X* enters *Thread He Was In* from *Thread He's Coming Into*.]]
    • Name: You put your character’s name in bold at the top of your post. If you are posting a second or third post in the same turn, then you should put respectively (2) or (3) behind your name.
    • Exposition: this is where you write what you want your character to do.
      For the sake of stylistic congruency, we ask of you to write your exposition in 3rd person singular (he, she, it) and in the present tenses (he jumps, we are jumping, we have jumped…).
    • ((OOC)): If you really, really must say something out of character, then do it between double parentheses; When you can, use the Out Of Character Thread.
    • [[Announcements]]: Here you announce when you are leaving a thread in the following form: [[*Character X* has left *Thread You're In* for *Thread You're Going To*.]]


    • 5.2.1 Action
      This is the most basic and varied type of posting. Maybe an example is in order!
        He walks into the unlit building and searches for the light switch, quite unsure whether he wants to know the horrors lurking in the dark…

      The action here is ‘walks and searches’; everything else is expressive exposition.
      Don’t forget that you can only post one action every turn. That you both ‘walk and search’ is taken as one action because both happen in the same post and at the same time. If you split the two up into two posts, however, then you’re out of line! Be mindful of that, because it’s a very tricky balancing act. This, however, does not mean that you can chop of someone’s arm, shoot him in the leg and dangle him above a precipice at the same time!
      The above example is very tricky in that ‘walks’ and ‘searches’ are alike in their purpose. One could as well have written ‘he walks searchingly’, but who writes like that? Confused We will leave it up to you to find out how difficult a balancing act it is and how to solve it; We’ll be right here for you should you drop the ball. Wink

      When you are required to act, you must post a response to an action or an interaction made by an NPC or another player. In case you can’t post before three days after the turn post, the GM will take direct control of your character to proceed things.
      Should you otherwise be absent in a turn, even though you were not required to act, the GM will portray your character such as you acted him last. Should this last up till four days, you will named inactive and will receive a Private Message asking you about your absence. This is a PM of concern, though, not a secretarial one. We care about our players and we hope all of them will continue playing for as long as they can and notify us should the situation turn out otherwise at any one point. How to leave the RPG has been stated in the beginning (Cf. Chapter 2: Joining and Leaving the RP).


    • 5.2.2 Interaction
      These posts are conversations you have with other players. You may have up to three interactive posts a turn, but in these posts you can have only one action altogether.


    • 5.2.3 Reaction or Combat
      These posts are actually special Action Posts. These posts fall under the Combat System and occur when characters are in a fight with NPCs (usually, though we do not exclude PvP combat later on).
      You can have only one Combat post per turn.


      • 5.2.3.1 The Combat System
        During combat, turns are marked as [IN COMBAT], and only players in that thread who are ‘In Combat’ or who wish to join the combat may post during those turns. To mark yourself as ‘In Combat’, you just have to put it above your post as shown above. With the exception of a few truly epic battles, combat should be resolved fairly quickly: a few traded blows, a few turns. Few battles will be balanced - six players could be up against two guards, or twenty guards against six players.
        The quick combat means that any non-fighters in the thread can quickly get back to playing.

        If you become absent from the game while your character is in a combat turn, your character will continue with basic physical combat activities until you return, including defending him or herself, and continuing attacks that he or she was in the middle of and which fall under the category of basic physical combat activities.
        These GM-controlled actions are limited to physical attacks; as representative of the higher level of complexity inherent in magical battles, magic-users will find themselves to be much less effective when in combat while absent.

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Saranus



Joined: 06 Sep 2005
Posts: 836

PostPosted: Sat Nov 18, 2006 5:36 pm    Post subject: The Player’s Character Sheet Reply with quote

6. The Player’s Character Sheet

When creating your character there are virtually no restrictions on how you want to have him or her look qua clothing and appearance. Items, special armour, money and weapons are whatever you want them to be and can be in any measure available to your character. Only rule is: be true to your character and the existing lore of the World of Warcraft and The Murloc is Lonely. Also, if at any time, your choices in these areas compromise the fairness of the game, we will be sure to tell you before you go ‘live’. (In other words: blatant god-modding will not be tolerated. Very Happy)

  • 6.1 General
    Character creation and character sheets need to be secret in order to protect the backgrounds of the various characters. After all, what good would it be to tell a story without a certain amount of mystery and intrigue? Here is the template you can work with:

    Quote:
    Name


    Race


    Age


    Gender


    Physical Features
    [e.g. hair, body type/size, face, eyes, etc. Just go to town here. Do you have hairy arms? An unsightly mole on the back of your neck? Etc.]


    Garments
    [Armor and/or clothing]


    Weapons


    Possessions / Items
    [No limitations here, just go with what is realistic for your character.]


    Statistics
    [Read up on the stats here if you need a refresher.]


    Abilities
    [Leave off subsets that you aren't going to use if you intend to go specifically into one or two, but know that you can only have a maximum of three subsets.
    Give a little information about the subset (especially if you made something new) and abilities, and distribute ten skill points as you please over your subsets’ skills.
    Every subset is a 'school of magic' as one could call it. The abilities of one subset need to be part of a whole. You can have a Fireball and a Frostbolt spell in a subset labelled 'Elemental Magic', but you can't add 'Assassination' to the same subset, for obvious reasons.]

    Ability Subset 1

    Ability Subset 2

    Ability Subset 3


    Money


    Languages
    [At least one should be Common. It's pretty much the universal language of Az.]


    Backstory
    [You can include stuff like character traits and quirks as well as their actual history. This description should serve to justify the abilities and stats you have.
    The first turn of the game will start in the Panda Pub or any other Home Thread referred to you by the GM, so you might want to include a reason for your character being around there. Tell everything here, no one is going to see this, nor should you tell them outside of the story posts! If you have an alter ego or secret identity, explain that side of your character as well as the front they put up to throw everyone off.
    It’s important to know that ’If it ain’t in there, it ain’t gonna count anywhere else’, which is to say that you can’t speak Titanic or perform telekinesis unless you had a really good reason, explained and stated in your backstory.

    Everything in your backstory is crucial. You don’t have to add that one time he or she had to tie their shoulaces, but important moments, data and psychological drives of a character should be clear to the GM so he can realistically portray your character for the sake of the story (should you drop out, which, to God, we hope you don't!).
    You don’t have to write out every aspect of your character's life and times; you can fill in gaps later on, but you must always make sure that you fill the gaps in tune with the rest of your backstory or at least leave adequate room in your backstory to fill in the gaps realistically whilst posting.]


    • 6.1.1 Why make a sheet?
      Simple. If you want to do something, then we must know how good you are at it. Your sheet provides us that information. The more detailed you make it, the more chances you have of coming in our good books too Wink.


    • 6.1.2 Who to send it to?
      Please send us (Saranus, Amaunator or Albatros) your character sheets via PM. Once they are collected, we'll post them in the super-secret GM forum for all of us to bend our heads over after which we will let you kow whether you are fine to join and where and whether there are any wrinkles left to be polished.


  • 6.2 Statistics
    There are no classes: your skills, stats, actions and garb determine what you are. If you have decided to practice the art of magic, feel free to call yourself a mage. However, you are by no means constrained to only do the things expected of a mage.
    Most of these things can be determined by you. Now let’s take a closer look at the statistics and abilities. All the other options should be easy to fill in, but we have come to the realisation that these, being the most important basis of your character, are often a conundrum to some Wink.


    • 6.2.1 Basic Statistics and their Explanation
      There are the six stats, each of which acts differently and reflects profoundly upon your character, and each of which fall along the range of -2 (minimum) to +2 or (very rarely) +3 (maximum). You can start off with two points to distribute freely, and can buy an additional point by dropping other stats two points. Two down for one up!

      You start off with this basic statistics sheet:

        Strength: 0
        Stamina: 0
        Dexterity: 0
        Attention Span: 0
        Book Smarts: 0
        Street Smarts: 0


      Here's how this works at the outset: Everyone is at least average in all six of these. You have two "points" that you can put in any of them - for example, you can make yourself ‘Stronger Than Average’ and ‘More Stamina-tastic Than Average’, or you can make yourself ‘Way Stronger Than Average’ and stay average at everything else. If you want to get yourself an extra "point", you can knock yourself down to ‘Below Average’ or ‘Really Below Average’ in other stats.

      Bear in mind that a gnome’s average strength isn’t equal to a tauren’s average strenght, just as a human’s and a troll’s average stamina aren’t the same. Not that this should limit your choice of race, because each race has its perks and each its downs.


    • 6.2.2 The Significance of Each Statistic
      Strength: Determines attack power, how much damage you can do physically; determines your ability to lift and move objects.
      It is the primary statistic for all attacking/moving/lifting abilities. It also influences skills that enchance melee attacks.

      Stamina: Determines overall health or staying power; determines defense and the ability to shrug off blows; it determines recovery speed and running distance.
      It is the primary statistic for defensive abilities (such as shield blocking, battle shouts) and non-magical recovery abilities (a troll's regenerative ability).
      It also determines how long speed-enchancing abilities last.

      Dexterity: Determines quickness and nimbleness; running and attack speed; determines chance to dodge, hit and aim with ranged weapons; determines how crafty you are with your hands (lockpicking, physical trade skills such as tailoring/engineering).
      It is the primary statistic for most crafting abilities, stealth abilities and dodging abilities.
      Different values determine proficiency on different armor types.

      Attention Span: Determines how quickly a player can learn abilities. A higher than average Attention Span statistic increases speed at which abilities are learned. It also increases the ability to notice what others usually miss and it contributes to alertness (i.e. stealth detection, makes it easier to catch someone lying).
      It is the primary statistic for certain magic (spells that reveal hidden things (divination)). Can also be used to learn spells and abilities through observation and reveals an enemy’s patterns of attack, giving the ability to dodge and counter more effect.

      Book Smarts: Determines the ability to learn, perform, and remember spells. It is also used for trade skills and complex non-magical skills. A higher stat translates into higher damage (or effect, if non-offensive) and accuracy from magical spells.
      It is the primary statistic for quickly learning most abilities and affects the performance of magical abilities.
      Meaning, this statistic determines how fast and well you can learn a tailoring pattern, but dexterity determines how well you craft it. If you have lots of Book Smarts but low Attention Span, you'd have to carry a spellbook around with you.

      Street Smarts: Determines how well a player assimilates and utilizes experience; determines the ability to learn, and perform most divine magic (nature, elemental, light). This statistic reflects a player's intuition. Closely related to Attention Span in tracking, detecting stealth and untruth. Determines speed at which a player can learn an ability without an outside point of reference such as a book or teacher. Also, determines a character's charisma and reputation. The player will instincively know how to deal with people.


    • 6.2.3 An Example
      Here is a completed sample for you:

        Strength: +2 (Much Stronger than Average)
        Stamina: 0 (Average Stamina)
        Dexterity: +1 (Above Average Dexterity)
        Attention Span: 0 (Average Attention Span)
        Book Smarts: -1 (Lower than Average Book Smarts)
        Street Smarts: -1 (Lower than Average Street Smarts)


      You see, Book Smarts and Street Smarts were subtracted and together allow for one point to be placed elsewhere and two points were given without penalty.


  • 6.3 Abilities
    Starting off, you pick up three skillsets from which you choose your abilities. You can also specialise in one or two, though. You are limited to three once you find that your one or two specialised skillsets aren’t sufficient. They can be pretty much whatever you want within reason and as long as it makes sense for your character.
    A good rule of thumb is to look at the three schools of abilities that make up each class in Word of Warcraft for ideas (Feral, Restoration, Balance for the Druid, etc.). However, it is by no means limited to this. There can be a charisma skillset, a swordsmanship skillset, a stealth skillset, an animal communication skillset etc.
    Be creative here, if you come up with a good one, we will definitely accept it. Don't be crazy though. There is no ‘exploding things with your mind’ skillset. Just run it by the GMs if you’re really unsure.


    • 6.3.1 Skill Point System
      After you choose your skillsets, you get 10 skill points to spend on whatever skills you want within the skillsets you chose. A skill purchased using only one point is going to be very weak. You can choose to spend more points up to a maximum of 5 points on the skill to improve its effects. For example:
        Player A has chosen fire magic as a skillset. Player A then chooses to put 3 points into a fireball spell and 2 points into the flamestrike spell and 1 point into the fire blast spell. He now has 4 points left to spend on other skillsets/skills.


      When you start earning skill points in the game, you have to take into account that it takes 2 skill points to learn an entirely new skill and 1 to improve a skill you already have. In addition to the 2 skill points, you also have to spend the time learning it. This amount of time is determined by your Street Smarts or Book Smarts. Is it something you read about in a book? Is it something you saw or gleaned from someone else? Is it something you found out on your own?

      Also important to know is, when you want to upgrade a skill, that you can, of course, only upgrade the skill if you’ve used it succesfully at least as often as the level you’re increasing it to or more. To put it more formulaic: In order to progress to the N-th skill level of a skill, you must have sucessfully exercised the skill an N number of times or more. Training an entirely new skill, however, will fall outside of these ranges and take even more (or less) time depending on your statistics.


    • 6.3.2 Another Example
      These are the skills and their allotted skill points of Jon in his Ability Subset 1: Dancing:

      Jon’s Dancing Skills wrote:
      Ability Subset 1: dancing
      • Ballroom Dancing: Every respectable man must know how to waltz and be able to handle a woman in a dignified manner as they jive or do the twist! The more points Jon uses for his Ballroom Dancing skill, the better he becomes at it and the more impressive he will be for any women dancing with him; 2 points
      • Latin Dancing: The Tango, the Samba, the Rumba, the Paso Doble; renowned names on the dance floor, but can Jon pull them off? Along with his invested skill points Jon will increase his style, technique and variety of dances and moves to awe and impress all spectators at a fancy dress ball; 4 points
      • Breakdancing: Be that as it may, Jon has other friends as well who don’t come to fancy dress balls. To fit in, he has taken on learning how to breakdance to tag along with the bunch and generally fit in. The more points, the more Respect he will get from his homies; 1 point
      • Slowing: A man’s got to know a way into a woman’s heart, and nothing works better than swooning and easing her through the room as if floating on air. Jon can seduce women with this ability at any kind of party, if at least he'd put points in it...; 0 points


      Some important things to note: you can already write up abilities that you haven’t yet spent skill points on. That’s not a problem. Also, you can always ask us by PM to enter a new skill in a skillset without any points, unless you spent two Skill Points on it already to upgrade it.
      This begs the warning that once you have established your Skill Points, you cannot change them. Consider them carefully!

      You can see that Jon has spent seven Skill Points on this one ability subset so he won’t have much left for another; that’s not a problem. As long as you limit yourself to three subsets maximum, we don’t care about the minimum of subsets (though we do care about the minimum of Skill Points; nobody should go out there without any skills Very Happy).

      All of the things he can do have been mentioned as well as their function, power or potential. This is especially important when you invent new skills. For a Fireball, we know the deal, but new spells have to be written out clearly.

      You have to make separate skills. If I had just let Jon have the subset ‘Dancing’, nobody would know what kind of dances he could dance and how well he would be at them. The more you specify, the better equipped you are!


    • 6.3.3 Leveling up
      Of course, there will be no numerical measure by which to compare levels between the one player and the other. The only measure is the amount of Skill Points you have had available to you to distribute. This will be a rare occurrence, but nonetheless rewarding.
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Saranus



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PostPosted: Wed Nov 22, 2006 12:56 pm    Post subject: The Flow of Time Reply with quote

7. The Flow of Time

As with all things in life, time plays its part. The day-night cycle is continuous and while several seconds can last a lifetime, some weeks are spent with less than a nanosecond of thought going into them.
WoM will thus of course have to incorporate time! Your characters will have to sleep and rest, they will grow older (don’t worry about it now, but they will!) and they will have times in their life where they would rather settle down than go adventuring… Don’t forget to implement this factor in your gameplay! It’s crucial if you want to have a lifelike character!

  • 7.1 GMs can modify time
    The GMs don’t decide how quickly or slowly time lapses. Every situation is suited for a certain amount of time. Some turns will reflect the spur and heat of battle – fast-paced action scenes and extremely short posts –, while quiet and repetitive actions can be reflected by long turns (ie. Sleeping, travelling, crafting something etc.). When such long-term turns occur, however, we will have a hand in determining how long they are going to be in post length Wink.

    Travelling will take up time; time that your characters spend consciously. Depending on how far you’re travelling, a GM will allow the characters to interact on the way towards their destination.


  • 7.2 Time between Turns
    Most turns will be in-betweens, spanning only minutes of action and interaction. Days may tend to take weeks in real life. We have decided that sleeping will mostly be that: sleeping. You can narrate any disturbing moments you had whilst sleeping by means of a flashback in the following post (or two, just don’t stretch it). For those staying awake or pretending to go to sleep and have a nighttime outing, it’d be best to state your intentions in the post before you go to sleep or in PMs to one of us GMs if it’s classified information, so we GMs know what’ll happen slightly on beforehand. We might be fiddling with the time, but we aren’t seers Wink.

    And for all the waking hours your character spends: What you need to know especially is that every action taking place in the same turn will happen simultaneously (or as close to as possible). This explains why you can only have one action post.

    Every turn post has a summary, as you by now are well aware, and in that summary actions can happen in another order than they were posted, if this lenience is given by the players, of course. We, the GMs will see to it that natural order is kept.

    As a player, you can’t say that someone else has already said something before that player has actually said so (because that would be a violation of the guidelines). Unless when you interact physically or verbally, actions will be interchangeable and so the order of posting doesn't matter, but for convenience, conversations or actions which are determined by who posts (speaks) first, will be treated as being slightly consequential and not purely synchronous as was the premise of this paragraph. The same goes for combat scenes. You can’t determine what an NPC will do.


  • 7.3 Asynchronous Threads
    Eventually, when everyone is participating in different threads, and some are busy crafting while others are having a fast-paced battle, then those two threads will be out of sync with each other: when the crafting player would like to return to the battle thread, he will probably arrive after the battle, respectively with how the time has lapsed in the battle thread.

    To not let somebody wait needlessly to return to his posting, the GMs will try to either make ends meet or just shift the time for that one person to the time of the thread he’s going to. We have found no other option to do it other than to keep track of every minute, which ruins the fluidity of gameplay anyway.




Thank you for having stuck by this tour of the facilities. We hope you have a nice stay and enjoy the games on the grounds. Wink
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Amaunator



Joined: 03 Dec 2005
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PostPosted: Mon Nov 27, 2006 5:22 pm    Post subject: Reply with quote

The Ruleset has ended; from here on these are the regular posts made prior to the inclusion of the Official Ruleset. If you wish to review the original content of the above messages, then you can ask Amaunator about them.


From now on it's set in stone:

You can only have 3 posts every turn. If you spend those and still someone asks you something, then you are required to wait till the next turn before you can reply (if you want to reply, of course Razz; but don't forget that not replying is equally an action Very Happy).


Last edited by Amaunator on Sat Aug 18, 2007 8:47 am; edited 1 time in total
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Randomdude



Joined: 18 Nov 2006
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Location: A box outside of your house

PostPosted: Mon Nov 27, 2006 8:07 pm    Post subject: Reply with quote

Amaunator wrote:
From now on it's set in stone:

You can only have 3 posts every turn. If you spend those and still someone asks you something, then you are required to wait till the next turn before you can reply (if you want to reply, of course Razz; but don't forget that not replying is equally an action Very Happy).


I can't imagen what inspired you guys to make that rule Very Happy


Last edited by Randomdude on Mon Jun 25, 2007 8:44 am; edited 1 time in total
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Randomdude



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PostPosted: Mon Nov 27, 2006 8:09 pm    Post subject: Reply with quote

How do adventure threds start? do players start them or do the GMs start them and how are they going to work?
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Albatros
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Joined: 15 Jul 2005
Posts: 2110

PostPosted: Mon Nov 27, 2006 10:44 pm    Post subject: Reply with quote

Adventure threads will be started by GMs when they are needed. Then players who wish to jump on board will transfer over to said thread, and the adventure will begin!

Incidentally, we're instituting another rule: due largely to the confines of playing RPGs on a forum, we need to limit travel, all 1990's-computer-game style. Your actions in-game need to be restricted to the Home Thread you are in - i.e. keep yourself in and around the Panda Pub - until you transfer to an Adventure thread. From time to time this will feel overly restrictive, but it's necessary to keep posts and turns following each other in the proper way. Again - it's a Forum RPG, so things are going to be a little more restrictive in this way than in a tabletop game.
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Amaunator



Joined: 03 Dec 2005
Posts: 2074
Location: Belgium ... innocuous but intrepid!

PostPosted: Tue Nov 28, 2006 12:18 pm    Post subject: Reply with quote

Randomdude wrote:
Amaunator wrote:
From now on it's set in stone:

You can only have 3 posts every turn. If you spend those and still someone asks you something, then you are required to wait till the next turn before you can reply (if you want to reply, of course Razz; but don't forget that not replying is equally an action Very Happy).


I can't imagen what inspired you guys to make that rule.......


We learn as you play Wink. You just gave us a good example, don't feel annoyed Very Happy; it'll be happening quite some times I'm sure.
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Sabredurid330



Joined: 27 Sep 2006
Posts: 503

PostPosted: Wed Nov 29, 2006 10:18 pm    Post subject: Reply with quote

I would just like to reask this in the appropriate forum. Will there be more than one home thread (a.k.a. the Lion's Pride Inn) or will the Panda Pub be the only, non-faction based one?
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Albatros
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PostPosted: Thu Nov 30, 2006 4:49 pm    Post subject: Reply with quote

The Panda Pub is the only home thread for now. Others may be added later - factioning may or may not be their defining factor.

Basically, it's the one for now and others if we decide there need to be.
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