wynn: (pic#3248561)
[personal profile] wynn
With new missions rolling out, I wanted to get this announced before we run into it again, so:

Starting as of now, if your mission group is in initiative, you will considered to be holding your action if you go one week without tagging the thread.  This means that your character will be choosing to do nothing, but if you get a chance to tag before the end of that round of init, you may announce in the tagging plurk that you would like to take your held action, and then tag in (assuming you can tag in within a few hours of asking for dibs).  This is to help prevent missions from dragging out forever.  Remember that even making a simple bracket action tag with your rolls helps keep things moving and exciting during init!

Unlike when you regularly hold your action in tabletop, this will not change the order that your character goes in the initiative chart on subsequent rounds.  

Thanks guys!
wynn: (viserys_019)
[personal profile] wynn
It's that time again:

YOUR MISSION, SHOULD YOU CHOOSE TO ACCEPT IT

is to give me an idea of what you're interested in doing as a response to this post, sometime before Sat, Feb 14th.

Please respond with a list of all your active characters and what you'd like for them. 
If you have any characters who have NEVER BEEN ON A MISSION, please indicate this in your comment, and list them first. 

This is mostly to start sorting out mission groups for chapter finale missions!  If you have characters you don't really want on finale missions, please tell me that as well.  

Needing/wanting a more laid back approach through the next several months? You're probably going to want option 1.

1) Opt Out. First off, if you're worried about being just too busy to do any missions at all in the next several months (given that missions ask for a steadier rate of tags than social castle logs do) and would rather opt out entirely, please respond with "OPT OUT -CHARACTER NAME-" or Option 1. Your character will still be able to participate in logs around the castle, or go off on their own mini adventures around London or... wherever they wanna go, but they won't be holding up any group missions by accident. If you're on a different mission that is still currently backlogging, and don't like concentrating on tagging two missions at once, feel free to pick this option as well!

However, if you're interested in doing a regular mission, with lots of NPC and fellow PC interaction, guided action scenarios with dicerolls and all that goodness, option 2 or 3 will be the way to go. 

2) Mission Me! Trying something new this time, as short & long missions tend to both go on for awhile. If you would like to be involved on a mission at all, please select option 2, and tell me what level that character is currently.

Missions could go on for awhile - usually in terms of months. They could be straight forward problems: complicated political issues, in depth investigations, far reaching evil organizations, etc or issues with a quicker fix: a single monster, incident, person, item, etc. that requires dealing with. 

Completion time varies greatly depending on the speed of the group. 

3) Main Plot. [costs XP] The mission group is currently locked in to those already a part of it. If you are new to the game and want in, don't stress too much about missing the train. There will be many, many opportunities to jump into the main plot further into the game at more logical junctions (such as Andres), and its events will continue to expand to influence all characters in some way or another. In fact, there are lots of ways to involve yourself in main plot now that it's hit home in the castle, without specifically being on the main plot missions out in the field. Please make sure you will have time to dedicate to steadily and quickly tagging the main plot posts if you continue on with Option 3.

wynn: (viserys_029)
[personal profile] wynn
Happy 3 years, KOL!



Technically a week ago but shh. Somehow, this game has managed to not only survive three years, but thrive in ways I could continue to never dream of until I find them a reality right here on my doorstep. You guys continue to be a source of inspiration by being an endless font of enthusiasm and support, always willing to experiment and try bizarre things, and always making all the work I put into anything yield rewards a hundred times over. Andres was a massive experiment, as was attempting our Skype sessions only recently... and both were rousing successes, thanks to the good humor, patience, understanding, and creativity of everyone involved. What we do here is different from what happens anywhere else, and the fact that I'm consistently met with excitement (rather than skepticism) from my playerbase, met with a positive attitude that keeps everything feeling new and fresh, is part of the reason I get up every day.

You should all be proud of yourselves for what you've built here. I can't thank you enough. Again, I get so much help from people in so many ways, and the things you all both to assist me and to support the gamebase are astonishing.

But in the spirit of continuing to try, your anniversary present this year is a bonus 5 hit points for each of your active characters.

Once again, a friendly reminder that your birthday gift each year from me is a bonus feat for each of your characters as well (active or inactive). And that the Magic Weapon Shop is currently live for your awesome weapon needs.

So here's to another 3 years, and in the spirit of giving, fill in the survey below for a 500xp bonus :D

Promotions!

Jan. 3rd, 2015 11:02 am
wynn: (pic#3248438)
[personal profile] wynn
Following the battle, Wynn will be speaking to each mentor Knight of squires who volunteered to go to Andres,  and encourage them to consider promoting them,  given that their willingness to throw themselves into a potentially lethal situation demonstrates their loyalty, bravery, and capability rather fully.  This many promotion parties at once would be a little overkill, so there will be one ceremony per sect.   To organize this, please comment here if you have such a mentor Knight, and include:

Name of mentor/squire pair
The squires' response to being asked (yes/no/pending)
The squires' sect-to-be

Please respond even if you haven't played the convo out yet, and edit as you receive responses. 

Thank you! 

Ho Ho Ho

Nov. 23rd, 2014 05:48 pm
wynn: (viserys_029)
[personal profile] wynn
presenting Knights of Legend's
Christmas Time 
Secret Santa Exchange




If you'd like to participate and receive a gift, comment below.  Commenting means that you agree to both give and receive something.  Remember, this is entirely voluntary! :)

I will match people's names up and let everyone know who they are making something for in a PM.  This will be determined entirely randomly.

The deadline for SIGN UPS  is  Monday, December 1st.
The deadline for the gift exchange is  CHRISTMAS DAY  

Gifts can consist of drawings, wallpapers, fanmixes, icons, manips, fic, poetry, analytical essays, pictures of yourself cosplaying their character, food themed after their character (well, photographs of it), knitted sweaters with their character on them, or really anything that you can think of.  In the past, running Secret Santa at another game, we also had mood themes, hats, calendars, figurines, chain mail accessories and more!  Everybody has a talent of some kind.  You are allowed to make someone more than one thing, I won't stop you.  You can choose from any of their active characters, but it should have something to do with their KOL experience.  This should require some effort on your part.  You will have about a month.  Just give it your best!  Even crappy presents are hilarious and everyone loves them.  

I'll make a post in which people will post all their gifts, as comments (which could just be links to where stuff is posted), on Christmas Day.

Sign up below, and let me know any questions you might have!


Please include:  Your name & list of characters w/journal IDs, so I can send it to the other player!  Also, please state whether you would be comfortable giving me your address to give to your Secret Santa, if they asked for it.  

Also!  If you would be interested in stepping up to make a last minute present if someone admits within a day or two out from Christmas that they aren't going to complete theirs, please let me know that as well!
  

wynn: (pic#4206254)
[personal profile] wynn
Rules Clarification: Bluff checks (PC/PC interaction)

There's been some concern expressed over when and where Bluff checks must be rolled and/or included in tags to prompt a Sense Motive. I've made it very clear both in OOC announcements and on the House Rules page that as the GM I will never directly state when I am making a Bluff check. The onus is on players interacting with NPCs to notice discrepancies in their behavior, holes or contradictions in their stories, etc., and call for a Sense Motive roll. Part of what makes this game unique and akin to a tabletop are the secretive elements, the dramatic reveals, and the way in which the player gets to do some of the theorizing/discovering along with their characters, as well to share in some of their moments of revelation/suspicion/shock, which is why this rule is in place. I have not, however, clarified effectively what expectations are for players and this has led to some confusion and misinterpretation, which I would like to clear up to avoid causing any undue stress.

In most cases of PC/PC interaction, whatever information might be concealed via a Bluff check is information that is already publicly accessible to the player base. A character is attempting to conceal something from another character, either about what they know, or how they're feeling, etc., but we as players already know the truth because we could read the thread where they knew or said or acted differently, or can read in their brackets how they actually feel or think on a subject. We know OOCly that this is a Bluff. Most players choose to state their Bluff checks in these tags with their result, prompting the other player to roll a Sense Motive check. This is perfectly acceptable, and often leads to great roleplay moments, so I certainly encourage it. For many people, a lot of entertainment value comes from seeing the comparison of the scores, and it's another way to communicate how your character is doing something, with the language of rolls.

This is not, however, a necessity. Sense motive is considered, in most cases, to be an active attempt to eke out a character's true motives, not a passive ability always at play. If you trust someone already (or even simply don't have a reason not to trust them), you are not constantly on the lookout for things they are saying that contradict other things you know, or for tics in their behavior that indicate they are not telling the truth. If you have cause to suspect them, however, or if something they say strikes you as strange, you may find yourself analyzing them more closely (making a Sense Motive check) to try to decide if they're being on the level.

Some factors instantly create a situation where there is cause for suspicion, in which case the Sense Motive is all but a given, and a Bluff check should be presented, and will be prompted by the GM if it is not. If, for example, a character were to state that they were on fire, when they were very clearly not, anyone would doubt their word. This is why Bluff checks should almost always be rolled when lies are used in missions - when you're bluffing security guards, etc., they are usually always on alert for some trouble. Likewise, lies that are far-fetched are more likely to prompt suspicion.

Part of the reason that I never indicate when an NPC is bluffing is because I've found eliminating the possibility of metagaming entirely in these situations leads to a more satisfying roleplaying experience for players. Even when I am a player in an RPG, as much as I might think I'm well versed in not metagaming, I cannot make myself forget, on an OOC level, things that have been explicitly laid out, or even implied heavily, OOCly by my GM. While they may not heavily affect what I have my character do, I cannot actually guarantee that it is not influencing me in some way - and it is certainly hard for me to turn my brain off from leaping to OOC conclusions that might spoil certain upcoming surprises in the game for me as a player. Being 'in the dark' means that I don't have to worry about whether I'm metagaming or not. As a GM, it means that I quite simply don't have to even entertain the possibility that my players are either.

There are certain circumstances under which a player becomes complicit in a story/NPC secret. This is the entire reason that we have a secrets community in the first place, after all. While NPCs have a prominent place in the story, not every secret reveal can or should revolve merely around their actions (the PCs are still the stars of the story), and the secrets community gives players a change to become an active part in these mysteries, to get more information that might help in unraveling them, or to participate in game-changing decisions whose ramifications are tied into revelations down the road. When a PC is complicit in an NPC secret, the player takes on a certain amount of responsibility for helping to maintain that secret as well. I ask anyone who participates in a secret log to keep from discussing the contents of those logs with other players. Sometimes even the existence of certain secret logs, or the fact that someone has one, are kept secret, simply to erase the possibility of metagaming entirely. In certain more extreme situations, I may ask a player who is comfortable with it to take this a step further for various reasons: for example, during the doppelganger plot, when I was controlling certain players' journals without the knowledge of most of the playerbase, I had to ask those players to refrain from making tag count plurks, that would lead to metagame lines of OOC thinking, which might prompt someone to guess that something was going on.

In the same way, there is an expectation that players with PCs who are complicit in NPC secrets will not tip their hand on the fact by indicating that they are ICly making Bluff checks about the contents of these logs. There are very, very few times where this is even an issue - most of these things are subjects that are simply avoided, never come up, can be lied about via exclusion or half-truths. In the rare cases where a blatant deceit occurs, the player is expected to roll a Bluff check, and use the result of that to decide how their character delivers the lie. Even the best liars in the world have tells, and those who aren't skilled at lying certainly do. Players are sometimes even coached to drop hints in the same way I do for NPCs. There is no satisfaction to be gained in a secret that is never revealed, and there's little satisfaction in a surprise that had no "breadcrumbs" dropped leading up to it. Given that I read everything in the game, if I believe a player is not making any effort to do this, or attempting to cheat the system, I certainly will and do intervene in various ways.

If we wanted to be rules heavy handed, every single time your characters talk to someone new at the castle and attempt to befriend them, etc., they would have to make a diplomacy check to change them from indifferent to friendly. This is not, however, necessary, in my opinion. You are all strong enough roleplayers to handle the social aspects of most PC/PC interaction via roleplay. Even if you are not good at conversation with strangers in real life, there is an expectation that when you app a character who is, you will be able to effectively portray this aspect of them. Likewise, if you are playing a character who is great at deceiving people, you should be able to write them that way, without relying solely on making Bluff rolls do the work for you. If you play a character who is good at comforting people and telling them what they want to hear, there is an expectation that as a player, you are paying attention in the conversations they have and using what other people say to form how your character approaches them. If you play a character whose skill is in reading people and knowing when they are not telling the truth, I expect you to do something similar. People with an unusual talent in this area who meet with lies and don't think to sense motive may sometimes receive OOC messages from me, prompting them to roll one or to make a wisdom check, if I believe there is no way they would not have had some cause to be suspicious. Sometimes, to avoid tipping people off OOCly on what might wind up being a failed roll, I will make the roll for you, without your knowledge, and only alert you if your character succeeded. (This is one of the reasons I appreciate having sheets posted on journals - I sometimes do the same for spot or listen checks, or will saves against unseen/undetected effects). This is directly stated in the D20 Modern Core Rulebook: "A Sense Motive may be made as a reaction to another character's Bluff check. When that's the case, your GM may roll a Sense Motive check in secret, so you don't necessarily know someone's trying to bluff you." This applies to both PC/NPC and PC/PC interactions. Again, this sort of thing happens so rarely, that I very seldom have to resort to these methods.

I wanted to clarify this in detail, because it has come to my attention that many players were unaware of some or all aspects of this, and discovering that they were meant to be calling Sense Motive rolls against other PCs was a distressing surprise. This is entirely and completely my fault, for not clarifying how these rules extend to PC/PC interactions, and I take full responsibility for both the confusion, and any stress this has caused people. I would urge you not to feel as if you've done things wrong in the past, and missed opportunities - like I said, having read everything, I closely monitor these situations to make certain that no one is taking advantage of the system, and that nothing that should have a chance to be caught by certain characters slips through the cracks. I do, however, recognize that this is a sensitive topic for some people, and I would like to take steps to make things as comfortable as possible for everyone.

Because of this, I would ask you to post either in your character's journal profile or on a top post in their journal, a disclaimer if you are someone who makes Bluff checks in PC/PC situations without necessarily including that information in the brackets of the tag. I think this is not only a valid request, but certainly a valid concern, as I do not want anyone to feel in this game that they are not getting a fair chance for their characters in any given situation. I would ask every player to abide by posting this Disclaimer if it applies to them, and to be neither dismissive or disrespectful in any way towards those asking for it. I would also likewise ask for all players to please trust as always that I have everyone's best interests in mind when I make the calls that I do, and am not attempting to grant some players special privileges and/or undermine other players. I pay very close attention to situations such as these, and work hard to preserve both the story, and your rights as players in it. But I am, of course, only one person, it's a large game, and I make plenty of mistakes across the board. Failing to specify all this was definitely one of those, and I am very sorry if this caused any discord. I hope these measures help answer any questions remaining, and grant everyone the peace of mind they deserve on the issue. If you find yourself still troubled by any aspect of this, or unsatisfied with the Disclaimer rule, please contact me privately to discuss this, and I will do everything I can to try to find a better solution.

Thank you for your cooperation in this and to those who voiced their concerns!

Arden
wynn: (| cross the rooftops)
[personal profile] wynn
Listed below, you can find a quick reference for groups, their objectives, and the players you'll be working with. Characters with no listed player are NPCs.

Leader Zatanna Zatara
Objective Make their way to the main power station of the city, where they will seize control of the facility. Shut down the power lines that run to the central communications tower on the Island.
Team Willow Rosenberg (Alli), Kate Beckett (Emily), Eleven (Gem), Allison Argent (Christina)

Leader Emma Swan (Tifa) 
Objective Gain control of the Communications Tower, and maintain their hold on the building.  Keep anyone from entering and disrupting the interior team.
Team Faye Chamberlain (Alli), Mars Dacey (Koko), Kate Bishop (Cass), Lila Zacharov (Emma), Aurelius Greyfire

Leader Lis'sa Trinall
Objective Enter the Communications Tower and cut off all radio and cellular communications on the Island. Facilitate Drakenet communications, and route fake communications back to Dimitris Sarandis to help draw him straight into the Knights' hands.
Team Zero, Andrew Gatewood (Alli), Jordan Reeves (Christine)

Leader Christos La Krail
Objective Take control of the city's guardhouse/armory.  Prevent the soldiers there from contacting Dimitris.  Hold the guardhouse, and prevent any soldiers from returning there for arms.
Team Francesca (Karen), Bo Dennis (Ashley), Han Solo (Shana), Aedan Cousland (Brian)

Leader Hasmed
Objective Break into the building where the commandeered weapons and fireworks bomb are held, and recover them.  Disperse these weapons as necessary (and help arm civilians who are joining the Battle on the Knights' side)
Team Andie Dodge (Shana), Kali (Emma), Nels Llendo (Matt), Henry Mills (Kris)

Leader Lanston Wellington
Objective Assault the Shadowkind prison base.  Free the Shadowkind within.  Shut down the experiments.  Look for Sir Bancroft and recover him if possible.
Team Drax (Shana), Wolverine, Nathan Young (Ruthi), Faith Lehane (Christina), Maxwell Briggard (Kisui), Sam Winchester (Ashley), Rocket (Chris)

Leader Eric Carpenter
Objective Hold off any exterior forces while the prison is assaulted.  Protect a safe path through the woods for rescued Shadowkind to make it to the docks.  Deal with any monsters on the grounds.
Team Cora Hale (Emily), Dimitri Belikov (Ashley), Alanna (Tifa), Jaime Lannister (Shana), Klaus Mikaelson (Brian), Gus Harrison (Emma)

Leader Koraith
Objective Warn those in the Shadow Village of what is happening, convince them to help aid in the fight, direct those who cannot or will not fight to Sir O'Keefe's team to leave the Island.
Team Tia Ellison, Stiles Stilinski (Alli), Lydia Martin (Tifa), Jackson Whittemore (Melissa), Auric Gold (Chris), Belle Desrosiers, Grimrot (Shana)

Leader Dovan Ironsides
Objective Keep soldiers out of the Shadow Village.
Team Miles Cuivre (Ashley), Jaina Solo, Penelope Sariel (Karen), David Levin (Emily), Davin, Derek Hale (Amber), Richard Riddick (Christine)

Leader Anastacia O'Keefe
Objective Direct rescued Shadowkind to safety, getting them off the Island.
Team Bambi Dalton (Chris), Frankie Matera (Brooke), Helen Magnus (Alli), Alaric Saltzman (Brian), Alice Lincoln (Emma)

Leader Edain
Objective Commandeer vessels in the harbor to help transport innocents off the island.
Team Thoster Chatwyn (Alli), Hook (Shana), Adi Laskaris (Melissa), Brantley River (Kisui), Max Rast

Leader Colin Banks
Objective Rally the human populace behind the Prince's return.  Gather them in a safe location, both for their protection, and to keep an eye out for potential treachery by supporters of Dimitris.
Team Emma Frost (Tifa), Lissa Dragomir (Emma), Alex Karamazov (Ruthi), Cordelia Chase, Zoe Weiss (Christina), Adam Weiss (Brian), Leia Organa (Kris), Nessa Harvey, Alisha Daniels (Gem)

Leader Solace
Objective Respond to calls for medical aid around the Island from Knights and for civilians
Team Taradiddle Gesundheit (Shana), Erky Timbers, Abigail Hobbs (Emma), Risa Vergara, Astrid Madchen (Ruthi)

Leader Kadir Yassin
Objective Create a controlled explosion to open the sealed tunnels into the castle's dungeon level, granting access to the interior team.  Hold and protect this entrance.
Team Sebastian Trevethor (Koko), Malina Harvey (Emily), Val'drin Cabot, Phineas Dantalion (Matt)

Leader Alainn O'Rourke (Christine)
Objective Enter the palace ground floor and investigate the source of Sir Samcelot's altered behavior.  Find a way to stop it, if possible.
Team Sydney Bristow, Felicity Braddock (Emily), Jameson Bennett (Cass)

Leader Prince Marcus Andres
Objective Enter the dungeon levels of the palace, explore and attempt to locate Sir Bancroft.  Lie in wait for the Prime Minister, recover Sir Samcelot, and taken down Dimitris Sarandis.
Team Jeanne Gar, Myrilandel de Tanos (Alli), Finnick Odair (Ruthi), Spike (Shana), Buffy Summers (Tifa), Sterling Archer (Matt), Desmond Descant (Chris)

Leader Wynnefalshond
Objective Launch a full frontal assault on the palace in case of an emergency situation.
Team Arthur Pendragon (Amber), Fiona Tollins (Karen), Alcide Herveaux (Brian), Faith O'Keefe, Fredrick Jr., Jack Chessing

Leader Rose Hathaway (Brooke)
Objective Track down Elena Gilbert and Kyp, and prevent them from interfering with the planned attack.  Recover Sir Gilbert for questioning.
Team Dean Winchester, Will Graham (Ruthi)

Please use this post for OOC questions, and also to quickly field any planning questions that would be asked before the actual missions begin.  :)  

The Battle for Andres will take place ICly on the night of September 19th, into September 20th.  There will be no posts or threads played in [community profile] knightsoflegend  that take place after this time until further notice, as the outcome of the Battle must be clear before anyone can proceed!  Characters who are sitting the Battle out can still get play on the September Socialization Log, which covers September 1st through 19th.

If your character opts to wear their ceremonial armor into battle, the stats for it are below:

Scalemail of the Silver Dragon (15 lb)
This suit, which weighs half as much as a suit of normal scalemail, provides an enhancement bonus to Defense of +3.  In addition, the armor has an arcane spell failure of 10%, a maximum Dexterity bonus of +6, and no armor penalty.  Speed while wearing this armor is not reduced.  




king: (Default)
[personal profile] king

TEN THINGS TO TEN PEOPLE


1. have your character write ten anonymous notes to ten different people.
- they can be to anyone, in-game or long gone or never here at all.
- they can be as short as "i love you" or as long as a letter.
- they can be secrets your character would never tell, or things they'd never say. assume some sort of truth magic is in play if you need to.

2. post them in one comment, numbered one to ten. don't mention any names!

3. other characters reply as though they've come across the list, guessing who each note is meant for! shenanigans ensue.

bonus: roll a sense motive check to see whether characters' guesses will be accurate or way, way off base.
likedillinger: (| i would have sex with that)
[personal profile] likedillinger
By popular demand...

Our First Ever
Knights of Legend Kink Meme


 

What is a kink meme? Pretty self explanatory, actually. You request a pairing and a prompt/kink anonymously, and someone else (or several someone elses for that matter) will be able to fill that request- also anonymously (unless they choose to do it logged in). Fun way to get fic, fun way to find fic to write, and good if you're embarrassed to post! Fun for the whole fami- oh. Er, maybe not. You know what I mean! (Note that while this is called a kink meme, the rules are pretty fast and loose. Nonexplicit fic is also allowed, but there is generally a focus on kinky stuff or some form of character relationship of a sexual or romantic nature.)
 
***

Rules

♦ Post requests and responses in the comments to this post.
♦ Be respectful. 
♦ Both a pairing/character AND a prompt/kink must be posted.
♦ One pairing/prompt per comment please.
♦ You are encouraged to try and write one prompt for every request you make.
♦ We are slash, femslash, het, three-and-moresomes etc. friendly.  Also pegging.
♦ No pairing bashing. No need to wank over ships.
♦ Long and short fics (drabbles) welcome. Multiple responses encouraged!

Have fun!
wynn: (pic#3248556)
[personal profile] wynn
Would you like to try your hand
at Gamemastering a mission for the Knights?


If you:
Feel comfortable and secure with both the rules of the system and the house rules of the game
Have some experience in GMing
Have a strong understanding of the game world
Have been in the game for at least one year
Have participated in at least one completed mission

You are eligible to apply! Please fill out the following application as completely as possible:



All apps will be screened. Those who GM missions will receive an XP bonus.
wynn: (pic#3703795)
[personal profile] wynn
It's that time again:

YOUR MISSION, SHOULD YOU CHOOSE TO ACCEPT IT

is to give me an idea of what you're interested in doing as a response to this post, sometime before Sat, July 5th.

Please respond with a list of all your characters and what you'd like for them.
If you have any characters who have NEVER BEEN ON A MISSION, please indicate this in your comment, and list them first.

There are still 2 mission groups that haven't dispatched from my last round, but when planning new groups, priority will go to people who haven't been on a mission yet to be shipped out first.
 

Needing/wanting a more laid back approach through the next several months? You're probably going to want option 1.

1) Opt Out. First off, if you're worried about being just too busy to do any missions at all in the next several months (given that missions ask for a steadier rate of tags than social castle logs do) and would rather opt out entirely, please respond with "OPT OUT -CHARACTER NAME-" or Option 1. Your character will still be able to participate in logs around the castle, or go off on their own mini adventures around London or... wherever they wanna go, but they won't be holding up any group missions by accident. If you're on a different mission that is still currently backlogging, and don't like concentrating on tagging two missions at once, feel free to pick this option as well!

However, if you're interested in doing a regular mission, with lots of NPC and fellow PC interaction, guided action scenarios with dicerolls and all that goodness, option 2 or 3 will be the way to go.

2) Mission Me! Trying something new this time, as short & long missions tend to both go on for awhile. If you would like to be involved on a mission at all, please select option 2, and tell me what level that character is currently.

Missions could go on for awhile - usually in terms of months. They could be straight forward problems: complicated political issues, in depth investigations, far reaching evil organizations, etc or issues with a quicker fix: a single monster, incident, person, item, etc. that requires dealing with.

Completion time varies greatly depending on the speed of the group.

3) Main Plot. [costs XP] The mission group is currently locked in to those already a part of it, until after the group goes to speak with Dimitris Sarandis. If you are new to the game and want in, don't stress too much about missing the train. There will be many, many opportunities to jump into the main plot further into the game at more logical junctions, and its events are expanding to influence all characters in some way or another. In fact, there are lots of ways to involve yourself in main plot now that it's hit home in the castle, without specifically being on the main plot missions out in the field. Please make sure you will have time to dedicate to steadily tagging the main plot posts if you continue on with Option 3.

wynn: (pic#3248464)
[personal profile] wynn

The Implied/Hand-Waved CR Meme
Spoilers: None of us have the time or fucks to RP out every moment of our characters' lives here in ye olde castle town, particularly since the game runs on a 1:1 day ratio. But never fear, the hand waved CR meme is here!

Make a comment listing out the characters you play. It might help to use the form below! Include information about locations they frequent in the castle or hobbies that might help in establishing who they run into on a regular basis.

Comment around to others to discuss the interactions that take place off screen. Does your character text her biffle every day? Do you have lunch with the same people every Thursday? On Wednesdays, do some of you wear pink?


wynn: (| fear today forgot tomorrow)
[personal profile] wynn
Happy 2 year anniversary KOL!




As your gamemaster, I just wanted to take a moment to thank everyone who's helped make this wild and crazy ride into something functional and full of surprises, and been so flexible in dealing with strange rules and tabletop customs whether new to the hobby or an old hand! A very special thank you goes out to everyone who has been there to support new players, answering questions when I'm not around, etc. and to people who've contributed to the game in other ways: making NPC icons, sponsoring NPC paid accounts, volunteering to GM missions, writing room descriptions, and so much more! I couldn't do it without you guys. So again... thank you!

It wouldn't be much of an anniversary without presents... so first, a reminder that if you haven't done so already, whenever your real life birthday passes while a player in the game, each one of your characters gets a free bonus feat.

Every character as of this moment receives 5 bonus skill points to spend as you please. You're welcome. :)

Annnnnd, to get the nostalgia flowing, fill in the survey below for a 500 experience point bonus reward. :D


wynn: (pic#3248285)
[personal profile] wynn
SUNDAY STATS || PRESTIGE CLASSES


As noted in the Sunday Stats: Classes edition, there are a number of base classes available to help personalize your character. However, as characters gain in levels, their powers usually become more specialized. Prestige classes help represent these areas of specialization that help one high level character stand out from another.

Most prestige classes have prerequisites. They might require you to take a certain number of ranks in a particular skill, acquire particular feats, or even accomplish certain roleplaying goals before you are allowed to take the class. Always double check with the GM that you have the pre-reqs covered before leveling in a prestige class. These classes are not available at low levels.

While there are a number of D20 Modern/Urban Arcana specific classes that are ideal for this sort of campaign setting, there are also unlimited amounts of prestige classes that have been designed for the general D&D world. With few exceptions, the GM is open to allowing you to take any of these classes, and will work with you to help accomplish your vision of your character.

The D20 Modern/Urban Arcana specific classes are:

The Acolyte: A modern divine spellcaster who gains spells from a higher power more quickly than a cleric.
The Ambassador: Skilled diplomats and dignitaries with a deep understanding of politics who work as mediators and bring insight to the table.
The Arcane Arranger: A social engineer who can find the right service for the right price.
The Archaic Weaponsmaster: A warrior trained in medieval combat in the modern world.
The Archmage: The most advanced practioners of arcane magic.
The Artificer: A magical craftsperson capable of making powerful magic items
The Battlemind: A psion who combines physical prowess with powerful psychokinetic abilities.
The Bodyguard: A security specialist in personal protection.
The Daredevil: One who risks life & limb to perform dangerous physical or vehicular stunts, and survives.
The Dreadnought: Walking tanks who excel at knocking down foes due to strict exercise, surgical enhancement, and meditation
The Ecclesiarch: A seasoned divine spellcaster with increased abilities and the ability to turn various creature types.
The Engineer: Those who build and maintain weapons, vehicles, etc.
The Explorer: A curious explorer with strong investigative talents and survival skills, who makes an excellent scout & guide
The Field Medic: One who treats injuries and disease in even the most trying of circumstances, non-magically.
The Field Officer: A natural leader who coordinates armed forces in the field, directing allies & leading by example.
The Field Scientist: A hands on researcher who excels at scientific theory and knowledge and applying it in the field to solve problems.
The Glamourist: An amiable, engaging companion who uses charm and deception to get things most people have to buy or earn.
The Gunslinger: An expert in handguns whose pistols are an extension of himself.
The Helix Warrior: Scientifically engineered super soldiers.
The Holy/Unholy Knight: Defenders of their faith or organization, crusaders for their beliefs, first and last line of defense for their ideologies.
The Infiltrator: A master of stealth, breaking and entering, and second-story work.
The Investigator: One who uses wisdom, deduction, and hard work to solve mysteries.
The Mage: An arcane spell user who seeks to gain power more quickly than through esoteric means.
The Martial Artist: A student of one or more martial arts disciplines who work to master mind and body.
The Mystic: A divine spellcaster who can cast non-curative spells at will.
The Negotiator: A mediator of violent disputes, good business haggler, and one able to compromise with dangerous criminals.
The Occultist: A scholar who embraces things of darkness to learn from them, master them, and control them.
The Personality: A recognizable, famous figure with a following and wealth, who uses this power to advance their career.
The Psionic Agent: Assassins, protectors, or investigators with great mental power and abilities.
The Shadow Hunter: A tracker who uses the ways of Shadow to find people and things that would stay hidden.
The Shadow Slayer: A champion of their generation with a destiny, who attracts evil creatures and is called to fight them and protect the world from encroaching darkness.
The Shadowjack: A computer wizard capable of sneaking through mainframes like a ghost and performing magic through the internet.
The Soldier: A trained warrior, often from a military organization, skilled at defeating enemies and carrying out missions.
The Speed Demon: A master of vehicles, capable of pushing them to the utmost and beyond.
The Street Warrior: A fighter versed in the unwritten laws of the urban jungle.
The Swashbuckler: A light footed, quick master of the sword.
The Swindler: Those who use chance and probability to manipulate others.
The Techie: Skilled, quirky technician combining natural genius & expert training, master of technology.
The Techno Mage: A wizard blending magic and technology.
The Telepath: A psion who manifests mental powers associated with touching other minds and influencing thought.
The Thrasher: A supremely tough individual with the ability to call upon inner will to increase physical capabilities.
The Tracer: Someone with an expertise in locating and pursuing fugitives.
The Wildlord: An individual in tune with the world around them, capable of dealing with the wilderness and its inhabitants.
The Xenophile: A scientist who studies and analyzes the physiology, psychology, culture, and technology of other species.

Links are provided to all class info and pre-reqs for these classes. All other prestige classes that the GM has access to are listed below. As not all of them are online, and the list is much too large for the GM to individually find and link each one, players may make requests below for me to copy pdf pages or find them class info for the price of 100 XP per class requested, on this page. Once a class has been requested once, the information will be permanently linked onto the list. Please use the following form to request class info:


Players may wish to try looking here first.

This is an index of which classes listed below are located in which books, to make it easier to google search them on your own.

Classes must be D&D 3.5 compatible and must be approved by the Gamemaster always.

Other Prestige Classes )
wynn: (pic#4206254)
[personal profile] wynn
 It's that time again:

YOUR MISSION, SHOULD YOU CHOOSE TO ACCEPT IT

is to give me an idea of what you're interested in doing as a response to this post, sometime before Sat, January 4th.
 

Needing/wanting a more laid back approach through the next several months? You're probably going to want option 1.

1) Opt Out. First off, if you're worried about being just too busy to do any missions at all in the next several months(given that missions ask for a steadier rate of tags than social castle logs do) and would rather opt out entirely, please respond with "OPT OUT -CHARACTER NAME-" or Option 1. Your character will still be able to participate in logs around the castle, or go off on their own mini adventures around London or... wherever they wanna go, but they won't be holding up any group missions by accident.  If you're on a different mission that is still currently backlogging, and don't like concentrating on tagging two missions at once, feel free to pick this option as well!

However, if you're interested in doing a regular mission, with lots of NPC and fellow PC interaction, guided action scenarios with dicerolls and all that goodness, option 2 or 3 will be the way to go. 

2) Mission Me! Trying something new this time, as short & long missions tend to both go on for awhile.  If you would like to be involved on a mission at all, please select option 3, and tell me what level that character is currently.

Missions could go on for awhile - usually in terms of months. They could be straight forward problems: complicated political issues, in depth investigations, far reaching evil organizations, etc or  issues with a quicker fix: a single monster, incident, person, item, etc. that requires dealing with.

Completion time varies greatly depending on the speed of the group.  

3) Main Plot. [costs XP] The mission group is currently locked in to those already a part of it.  If you are new to the game and want in, don't stress too much about missing the train. There will be many, many opportunities to jump into the main plot further into the game at more logical junctions, and its events will eventually expand to influence all characters in some way or another. Please make sure you will have time to dedicate to steadily tagging the main plot posts if you continue on with Option 3.
wynn: (viserys_026)
[personal profile] wynn

H
O
U
S
E

R
U
L
E
S





H
O
U
S
E

R
U
L
E
S





H
O
U
S
E

R
U
L
E
S





H
O
U
S
E

R
U
L
E
S



AUTO CONFIRMATION OF
CRITICAL HITS

Unlike in standard D20 rules, rolling a number within your weapon's critical threat range is automatically a critical hit. You do not need to roll a second 'confirmation roll'.
However, only a Nat 20 is guaranteed to strike an opponent regardless of their Defense. For example, if you have a critical range of 17-20, and rolled a 17, and had a melee attack of +3, resulting in a total attack roll of 20, your critical would not land if the opponent's defense was a 23.

NAT 20 / CRIT FAIL ALL OF THE THINGS

• In standard D20 mechanics, natural 20s and critical failures only apply to attack rolls. You can not 'critically succeed' at a skill check, ability roll, or saving throw. That's no fun.
• In KOL, you may crit or crit fail anything. This gives everyone a slim chance of success on things they could normally not accomplish, and also keeps a possibility of disastrous failure for even someone who has 30 ranks in drive.

PENETRATION DAMAGE

• When you roll maximum on any damage die, you may roll that die again, and add the result to your total damage. There is no cap on this. For example, if you had a 2d4 weapons, and initially rolled a 2 and 4, you would roll 1d4 again. If you rolled a 4 again, you could roll 1d4 again. If you got a result of 3 this time, your total damage would now be 2+4+4+3=13.

ACTION POINTS

• In D20 Modern's standard rules, an action point allows you to add a d6 to any d20 roll. In KOL, an action point allows you to reroll the d20 entirely. You must take the new result.

NON-HUMAN SKILL POINTS

• In D20 Modern / Urban Arcana, Shadowkind creatures do not normally gain as many skill points per level as humans do. This rule is waived in KOL.

DIPLOMACY VS. WILL SAVE

• Instead of being based off a set Difficulty Class, making a diplomacy check to try to talk someone around is an opposed roll versus the target's will save.

FLIRTATION CHECKS

• To make 'flirtation' checks intended to make a target feel attracted to your character on some level, you may make a Charisma ability roll (D20 + cha modifier). This is an opposed roll versus the target's will save.
• Charisma heroes with the 'Charm' talent may instead roll a Diplomacy check, including their modifier from Charm. (In total: D20 + cha modifier + number of charismatic hero levels) This is an opposed roll vs. the target's will save.

SENSE MOTIVE

• The Gamemaster will never call for you to make Sense Motive rolls. If your character has cause to think an NPC may be Bluffing, you must take initiative to announce and make the roll.

SEX CHECKS

• Yes, we have rolls for this. To roll for what sex is like between two characters, they must both make a series of 5 rolls. It is not, of course, necessary to roll spectacularly high on all 5 in order for the sex to have been 'good'. Usually success in one category can balance out what is lacking in another.
• Strength check: dictating muscle control, and also necessary if your characters like it rough...
• Dexterity check: how good your character is with their hands, mouth, etc.
• Fortitude save: how long your character can last.
• Wisdom check: how good your character is at reading their partner's needs / understanding what they like and what's pleasurable, etc.
• Charisma check: how well your character sells it / how sexy they come off no matter how crappy their other rolls might be.

MASSIVE DAMAGE

• In standard D20 Modern rules, any time a character takes a single hit that exceeds their Constitution score, they must make a Fortitude Save (DC 15) or be knocked unconscious. In KOL, this number is equal to two times your Constitution score instead.

DISGUISE

• An alternate use of the Disguise skill in KOL is determining how effective they are at doing their hair/makeup/general appearance.

DEATH AND DYING

The number of times a character can be resurrected is limited. It is always equal to their Constitution modifier. Upon being successfully resurrected, their Constitution score is permanently reduced by 2, effectively lowering their modifier by 1. Characters with a Constitution Score of 11 or lower may not be resurrected upon death.
Resurrection is not guaranteed even for those with the requisite Con mod. Characters must succeed on a Fortitude save for the physical shock of the act, and a Will save to return their spirits to their bodies. DCs will be set by the GM and may vary. You may use action points to reroll these saves.
• Unlike in standard D20 rules, characters do not lose a level upon being resurrected.

WILL SAVES

• The Gamemaster encourages using Will saves for many things in KOL: determining whether a character is brave enough to speak their mind when an opportunity presents itself, refraining from punching someone when they know they shouldn't, not eating that entire chocolate cake, etc. Anything that requires an act of will is an appropriate opportunity to roll a Will save.

REPUTATION SCORE

We do not use Reputation Scores at KOL.

AASIMARS & TIEFLINGS

In D20 Urban Arcana, aasimars are meant to be the descendants of gods or other celestial servants of gods. Tieflings are meant to be the descendants of devils or demons.
In KOL, this is different. Both aasimars and tieflings are always descended from deities. Aasimars are descendants of good or neutral-aligned gods, while tieflings are descended from evil gods. Descendants of demons or devils are referred to as either demons, fiends, or pit fiends, depending on the circumstances of their birth. If you have a character who is descended from something demonic or diabolic in nature, you must speak to the GM about this, as they will not have tiefling stats.
Aasimars and tieflings have very extended life expectancy. The fewer generations they are away from their divine ancestor, the longer they will live. Those with a deity as a direct parent, for example, will live for thousands of years. Those with a deity as a great-great-great-great-great-great-great grandmother may live for a couple hundred.
Aasimars and tieflings are psychologically predisposed towards behavioral tics, morals, and interests that align with their ancestor's divine portfolio and dogma. This does not mean that they have to like this fact, or that they have to even indulge in these instincts, however, they are an inescapable part of their nature.

WISDOM CHECKS

Wisdom checks may be used in a number of alternate ways in KOL. For example, trying to remember something that your character heard a long time ago in game would require a Wisdom check. Identifying a strange smell or where an accent is from would also be a Wisdom check. Knowing what the 'best' course of action to take might be could be a Wisdom check. Realizing it might be a bad idea to poke the sleeping dragon even when you really want to could be a Wisdom check. Feel free to use these gratuitously.

RUNNING

While most characters have a base speed of 30 feet, during 'chase' scenes, the Gamemaster will often call for characters to make Dexterity checks to see who is running 'faster'. This incorporates who is better at dodging obstacles, etc. Characters with a base speed that is higher than 30 feet get a +5 to their Dex check for every extra 5 feet in their base speed.

TRAINED VS UNTRAINED SKILLS

• In regular D20 rules, there are many skills that you cannot even attempt unless you possess the skill as a class skill. This rule is waived in KOL. Anyone may attempt to do anything, whether they are trained to do so or not. The Gamemaster will add modifiers to compensate for the fact that your character likely has no idea what they are doing if they, for example, try to pilot a helicopter with no prior experience, and the DC will be more difficult to be successful.
SPOT VS. SEARCH VS. INVESTIGATE

• Spot is used primarily to notice visual clues / hidden creatures, etc, while doing a cursory glance around. Search, on the other hand, involves actually looking through drawers, pockets, etc. Investigate is a step further than this, and involves crime scene like analysis of an area, collecting fingerprints, etc. to be later looked at in a crime lab.

DREAM ROLLS

• At any point you may determine what your character dreams on a given night by rolling a d100.  The further from 50 your result, the more they will remember the dream when they awake / the more extreme it will be.  Numbers above 50 quantify as bad dreams / nightmares, and numbers below 50 are good dreams.  

TYPES OF MAGIC

• Arcane magic (the Weave): What most people classify as 'magic'. Includes sorcery, wizardry, rune magic, some demonic magic, and draconic magic. The source of this power is a mystical substance of raw magic called the Weave, that permeates reality. Casters tap into it via various methods to channel its power and bend it to their will. Non-magic users may tap into the Weave via complex incantation rituals. This magic is negated by anti-magic zones, and disappears from our world during times when 'magic' no longer functions.
Divine magic: Usually divine magic involves power granted to mortals by their deities in order to enact their will on earth. Includes magic gained from divine sources, spirits, nature, etc. This magic is supported by the Weave, but may not be accessed by just anyone. When the Weave is unstable, it is affected. Divine magic is negated by anti-magic zones, and disappears from our world during times when 'magic' no longer functions.
Psionics: Latent powers of the brain. Characters must be innately psionic to unlock these abilities - they cannot be learned by someone who does not posses the talent. This magic is negated by anti-psionic zones, and disappears from our world during times when 'magic' no longer functions. Psionic magic comes in two flavors: telepathic (mind reading/mind control) and psychokinetic/telekinetic (influencing objects/nature). Most psionics have a natural predisposition towards one over the other.
Supernatural magic: Supernatural abilities are tied to the invisible world of angels and demons, and run much deeper than the Weave. This magic cannot be negated or dispelled by anything other than another supernatural spellcaster ( for example, the ability to see demons in the Material plane is a supernatural ability ). These powers always function, even when 'magic' is not present in the world.
The Shadow Weave: A force of magic that is the inverse and opposite of the Weave. Dark magic that drains life, muddles the mind and senses, and destroys the fabric of reality. Technically this magic exists in the 'gaps' of the Weave, and is the realm of the goddess Shar - only those who worship her or learn from her disciples can access its secrets without losing their sanity.


Code by [community profile] bannertech.

wynn: (pic#3248436)
[personal profile] wynn
 ANNOUNCEMENTS: 

5th Character Slot Now Available in the Plot Shop    Yep, good job enablers.  For 10k XP, you may now buy yourself a 5th slot that can be used for either an original character or canon character.    Start saving (or spending, as the case may be...)

† Freeform Mission Group (Seattle)  A plotting meme has been posted with all relevant info for you to get the ball rolling.  This is our first time trying it so please ask me all the questions!  You will need to decide among yourselves who is posting the top posts/etc.   

† Deactivated Characters:   Just a reminder that as a general rule, you are allowed to tag deactivated characters into any open castle posts, including parties, squiring ceremonies, and castle socialization logs, as long as you did not specify that they would be leaving the castle when you deactivated them.    They are not allowed to participate in missions or have outside-the-castle adventures, although you may always imply that those are occurring in their lives.  

Plurkfest is only a couple weeks away, so just a reminder to the Main Plot group to please prioritize the funeral logs so that we can get to a point where I can run a live tabletop session for Failboat players attending Gencon!  Your cooperation is so appreciated.  :3

† Applying into Sects:   I'm going to officialize the rule that if you've already apped in a character and completed a squiring period with them (as in, they've been accepted to a section), or if you've been in the game for over six months, you have the option of applying new characters into the game as full Knights, specifying a section for them.  This is completely optional, given that it handwaves all their initial arrival, squire/mentor relationship, and getting-to-know you phase with the castle, but for those who are very comfortable with how Knights' protocol works, it might be an attractive option.  I will ask anyone doing this to include information on what their squiring period, etc. was like in their post-veil history. 

† Mission Reports:   Looking for some extra XP?  Submit a report on Drakenet to your section superior or mentor Knight after completing a mission for a several hundred XP bonus.  It should include a summary of what happened, and any commentary from your Knight on their performance or the significance of the event.   

† Meme Threads:   You are allowed to cash in meme threads that fit into KOL canon for XP.  In case you were wondering. 

† KOL Ship Fanmix:   Ashley is putting together a shippy 8tracks mix!  Go send her your favorite ship songs.   

† Birthday Feats:   If you didn't know, your GM doles out birthday presents to all muns in the form of allowing you to take one bonus feat (of any kind) for each of your active characters on your real life birthday.  Don't forget! 

† Room Descriptions:   Gentle reminder that if you volunteered to write room descriptions for me, to please plurk paste those to me as soon as you can.  Thanks!


REMINDERS (Announcement repeats) : 

† Drakenet Search Engine:   Don't forget to avail yourself of using the in game search engine in conjunction with Research skill checks.  It's just a click away for your characters, and is the most accurate, instant way of understanding the world they live in and learning more about the species/monsters/characters they encounter!

† If you would like help setting up stats in order to do optional rolls, feel free to IM me! I will walk you through it step by step.  

† If you DO NOT want to receive Plurk pings from me when a log gets put up for your character, please let me know and I will refrain from doing so.  

† SENSE MOTIVE: For those of you doing rolls, keep in mind that sometimes NPCs will lie - but I will never indicate this directly in a tag. If your character has reason to doubt them, you must announce that your character is making a sense motive roll in their tag (and indicate what # you rolled!), and then I will roll a bluff check for the NPC if necessary and respond with whether your character finds them believable or not!  


BACKTAG OPPORTUNITIES :

† Welcome Riddick back
† Party with Lila
† The Bermuda mission officially returned in June, so the OUAT cast + David Levin + Francesca is available for backtag requests

COMING SOON :

† Equipment orientation for any squires who haven't had it yet
† Open castle socialization log for August
Happiness and rainbows  Pain and sadness

Questions, comments, concerns? Drop 'em here!  If anyone is feelings lost on where to tag / focus, ping me and I'll gladly help you out! 

wynn: (| fear today forgot tomorrow)
[personal profile] wynn
 


 
Thank you, players who volunteered to test out free-form missions! These will operate a little differently from standard missions here at KOL, but very similarly to the sort of roleplaying done at other Dreamwidth games.

The gamemaster will not be introducing or running any NPCs on this mission, aside from having one NPC party member (Dovan). Instead, players may use this post and/or plurk etc. to plot things out as they go, using the parameters outlined in this post and the stats provided for bad guys.

One of you will have to make the top post for this mission, so you can decide that here - and also decide if you'd like a flight post etc. You're all in charge of deciding how the mission goes, and you can decide that ahead of time if you'd like, or figure it out as you go, the same way one might plot for playing out an attack on the city by monsters in a regular game. (ex: I'd like so and so to rescue my character at some point! or wouldn't it be cool if a bunch of bad guys ganged up on x and y in an alley)

Specifics of the Seattle mission:


What. Two recently united gangs of goblins have decided to celebrate their new alliance with a scavenger hunt in the heavily populated Seattle shopping district. The Knights will arrive in the middle of their spree of terror, theft, and assault, and attempt to quell the chaos, at which point, the goblins will attempt to retreat or fight back using their intimate knowledge of the various air ducts, service tunnels, and sewer systems to dodge pursuit.

Who. Players may plug NPCs into their tags who are civilians caught in the fray or goblins causing chaos.

Goblins are short, misshapen humanoids that average 3 feet tall and weigh about 50 pounds. They have flat faces, broad noses, pointed eyes, and wide mouths filled with small fangs. Their foreheads slope back sharply, and their eyes range in color from red to yellow. Their flesh varies from pumpkin-orange to crimson-red, and their dark hair is thin and string like. Goblins reach maturity at age 10 and typically live into their 50s.

Goblins as a group tend to be fearless, cunning, and ruthless. Their small size has made it necessary for them to justify any tactic to ensure their success. They are also willing to take great risks to achieve their objectives, particularly if those risks involve high speeds, loud explosions, and the chance of somebody (else) getting hurt. Goblins are fecund and have large litters with numerous offspring. As a result, they can quickly populate an area, making up for losses through accidents and misadventures. They have a low sense of morality and little regard for personal property, and they often allow themselves to be bullied and dominated by more powerful creatures, such as bugbears. Abandoned buildings are favorite haunts for goblin tribes. For most goblins, the mundane world is not that much different from the world they left behind—larger and more powerful creatures push them around, and they in turn raid what they can to get by.

Stats for goblins can be found here and here.

Where.  Characters will arrive in Seattle and head straight to the Downtown Retail Core.  Feel free to incorporate real locales or make up your own!   
wynn: (pic#3248464)
[personal profile] wynn
It's that time again:

YOUR MISSION, SHOULD YOU CHOOSE TO ACCEPT IT

is to give me an idea of what you're interested in doing as a response to this post, sometime before next Sat, June 1st.
 

Needing/wanting a more laid back approach through the next several months? You're probably going to want options 1 or 2.

1) Opt Out. First off, if you're worried about being just too busy to do any missions at all in the next several months(given that missions ask for a steadier rate of tags than social castle logs do) and would rather opt out entirely, please respond with "OPT OUT -CHARACTER NAME-" or Option 1. Your character will still be able to participate in logs around the castle, or go off on their own mini adventures around London or... wherever they wanna go, but they won't be holding up any group missions by accident.  This option is currently recommended for characters on the Chicago or Devil's Triangle missions, as those missions may include important events that will influence your characters in future interactions.  If you're on a different mission that is still currently backlogging, and don't like concentrating on tagging two missions at once, feel free to pick this option as well!

2) Freeform. If you'd prefer to have your character go on a more free-form mission, where the group will just be given details of a scenario,and then the players are able to work out the details of what happens there, run NPCs, decide on a conclusion, etc, please indicate "FREEFORM" or Option 2 as a preference. In other words, this kind of mission allows you to do things the the way people usually do in DW RP, rather than dealing directly with Gamemaster rulings/settings/the overall storyline of the game. This is ideal for people who aren't as interested in participation in the overarching story, and would rather do their own thing within the sandbox of the game world. Mission parties will be primarily PCs, with just 1-2 NPCs involved, and pacing will be entirely dictated by the players on that mission. This option will only occur if enough people want to do it.

However, if you're interested in doing a regular mission, with lots of NPC and fellow PC interaction, guided action scenarios with dicerolls and all that goodness, option 3, 4, or 5 will be the way to go.

3) Long Term. As the name implies, these missions could go on for awhile - usually in terms of months. They're usually not straight forward problems: complicated political issues, in depth investigations, far reaching evil organizations, etc. It will take multiple mission logs to solve this problem. If you decide to put your Knight on one of these missions and later want them involved with something else that happens in the main plot, we can always find a reason for them to be taken off the mission, so don't let that deter you from signing up for something that'll last awhile. Some of these missions will intersect with the main plot anyways. Example long term: Japan 1 | 2 | 3

4) Short Term. Unlike long term missions, these are issues with a quicker fix: a single monster, incident, person, item, etc. that requires dealing with. These will usually play out in a single log that should only cover a span of a month or less (dependent entirely on the pacing of the group!). Most of these logs will have only taken a few days in game time. However, they do generally take at least a month to complete from an OOC standpoint. This, of course, varies greatly depending on the speed of the group.  People who opt for this option may also find themselves on a medium-length mission, which plays out over the course of 2-3 logs, but involve a more straightforward path to resolution than a long term mission.  Example short log: India Example medium log: Russia 1 | 2

5) Main Plot. [costs XP] The mission group is currently locked in through the upcoming Chapter finale, with the exception of squires of current Failboat characters (Buffy, Myri, Finnick, Spike, Elena, Kat, Gar, Dumage, Mark), who may opt to attend the concert with their Knight.  Characters who choose to do this must go purchase their involvement at the Plot Shop for 100 XP.  If you were already on Team Failboat, you will still be there until further notice - no need to opt in! If you are new to the game and want in, don't stress too much about missing the train. There will be many, many opportunities to jump into the main plot further into the game at more logical junctions, and its events will eventually expand to influence all characters in some way or another. Please make sure you will have time to dedicate to steadily tagging the main plot posts if you sign up for option 5.

 
NOTE: I will take all requests into consideration, but you are not guaranteed to get the number you selected between 3, 4, and 5. Those who select opt out, of course, will never be forced to participate in missions, but if there aren't enough people for an option 2 team, someone might get an extra month off instead.
wynn: (pic#3285188)
[personal profile] wynn
It's that time again:

YOUR MISSION, SHOULD YOU CHOOSE TO ACCEPT IT

is to give me an idea of what you're interested in doing as a response to this post, sometime before next Fri, March 22nd.
 

Needing/wanting a more laid back approach through the next several months?  You're probably going to want options 1 or 2.

1)  Opt Out.  First off, if you're worried about being just too busy to do any missions at all in the next several months(given that missions ask for a steadier rate of tags than social castle logs do) and would rather opt out entirely, please respond with  "OPT OUT -CHARACTER NAME-" or Option 1.  Your character will still be able to participate in logs around the castle, or go off on their own mini adventures around London or... wherever they wanna go, but they won't be holding up any group missions by accident.

2) Freeform.  If you'd prefer to have your character go on a more free-form mission, where the group will just be given details of a scenario,and then the players are able to work out the details of what happens there, run NPCs, decide on a conclusion, etc, please indicate "FREEFORM" or Option 2 as a preference.  In other words, this kind of mission allows you to do things the the way people usually do in DW RP, rather than dealing directly with Gamemaster rulings/settings/the overall storyline of the game.   This is ideal for people who aren't as interested in participation in the overarching story, and would rather do their own thing within the sandbox of the game world.  Mission parties will be primarily PCs, with just a couple NPCs involved, and pacing will be entirely dictated by the players on that mission.  This option will only occur if enough people want to do it.

However, if you're interested in doing a regular mission, with lots of NPC and fellow PC interaction, guided action scenarios with dicerolls and all that goodness, option 3, 4, or 5 will be the way to go. 

3)  Long Term.   As the name implies, these missions could go on for awhile - usually in terms of months.  They're usually not straight forward problems: complicated political issues, in depth investigations, far reaching evil organizations, etc.  It will take multiple mission logs to solve this problem.   If you decide to put your Knight on one of these missions and later want them involved with something else that happens in the main plot, we can always find a reason for them to be taken off the mission, so don't let that deter you from signing up for something that'll last awhile.  Some of these missions will intersect with the main plot anyways.   Example long term: Japan 1 | 2 | 3

4)  Short Term.  Unlike long term missions, these are issues with a quicker fix: a single monster, incident, person, item, etc. that requires dealing with.  These will usually play out in a single log that should only cover a span of a month or less (dependent entirely on the pacing of the group!).  Most of these logs will have only taken a few days in game time.  However, they do generally take at least a month to complete from an OOC standpoint.  This, of course, varies greatly depending on the speed of the group.  Example short log:  India  and Russia 1 | 2  (sort of a medium-length)

5)  Main Plot.  [costs XP]  You normally have to cash in Experience Points at the Shop in order to buy into the main game storyline but the mission group is currently full up.   If you were already on Team Failboat and would like to remain there through the first Season finale/chapter ending, please say so.  If you are new to the game and want in,  don't stress too much about missing the train.  There will be many, many opportunities to jump into the main plot further into the game at more logical junctions, and its events will eventually expand to influence all characters in some way or another.   Please make sure you will have time to dedicate to steadily tagging the main plot posts if you sign up for option 5.    
 
NOTE: I will take all requests into consideration, but you are not guaranteed to get the number you selected between 3, 4, and 5.  Those who select opt out, of course, will never be forced to participate in missions, but if there aren't enough people for an option 2 team, someone might get an extra month off instead.

Profile

theround: (Default)
The Round Table | KoL OOC

Most Popular Tags

Expand Cut Tags

No cut tags
Page generated Jul. 18th, 2025 01:42 am
Powered by Dreamwidth Studios