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Micro RPs | Fri Dec 26, 2014 5:21 pm by Tifa Lockhart | We got a new thing! Micro Rps are designed to be short, quick fire things. The rules and points are different in these, so be sure to read up on them before jumping in. Rules are important. Rules can be found [You must be registered and logged in to see this link.].
Think of it like Twitter, but less full of GamerGaters, misogyny and racism. At least it better be, banning people is such a hassle.
Go see. Explore. Find stuff. Join in. Peace and love
Tiffs
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| Sidequest Rules/Guidelines | |
| | Author | Message |
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Zack Fair
Number of posts : 172 Registration date : 2011-06-29
Character sheet Max MP: (60/60) Character Tweaks:
| Subject: Sidequest Rules/Guidelines Fri Jun 07, 2013 5:15 pm | |
| Sidequest Rules and Guidelines
Side quests are concise, fun little rp's meant to stimulate creativity, try out new ideas and provide an outlet for those unable to find an rp to enter or dreading to create the initial post to a thread. Side quests do not have any bearing on any character's histories and as such cannot be focused solely on the development of one character. Now the rules concerning side quests will be detailed below.
Rules:
1. Sidequests do not count towards the maximum limit of topics that a character can rp in at any given time.
2. All site and rp rules apply in Sidequest threads and must be adhered to.
3. All sidequest threads, unless otherwise specified will have a moderator whose duty is to keep the thread on topic and take the role of Npc's and opponents.
4. Feedback on Sidequests, including its rules are appreciated and should be posted in the Questions/Suggestions section.
5. When rping in a Sidequest, unless the moderator is him/herself not keeping to the site rules, members cannot decide to take control of the topic themselves or openly criticize the moderator who is meant to help you.
6. General Goals:
Side quests will develop from a general goal, of which four currently exist.
I. Defeat the monster: A monster controlled by an appointed player will cause havoc and it is up to the players to confront and neutralize the threat.
II. Collect the item: This is a more experimental goal, as it entails the killing of enemies in hopes of receiving a required item. Since the result is up to chance, these kinds of side quests may end very quickly or stretch out for long intervals and perhaps even cross over to subsequent side quests.
III. Reach the end: In this version, the general goal is to reach the determine end point of a given area, whether it be a forest, a desert, a snowy tundra, a bustling city, etc...
IV. Discover the secret: The general goal in this version is to interact with the environment to discover clues or information that may assist the player in discovering or solving a given secret.
7. Subplots:
Subplots are extra elements that are randomly infused into one of the four selected quest types. Unlike the first four main quest types, characters do not know what type of subplot they will end up with.
I. Curse: A curse is put upon characters to add motivation for them to finish the quest. Curses can range from regular negative buff enchantments to rp created curses that zap a character's mp or hp, etc...
II. Shadow: Someone or something is out to get the characters, adding another challenge for them to deal with at random intervals of the story. These "shadows" act as fleshed out characters with motivations.
III. Double cross: Another character accompanying the mission is plotting against the mission's success for their own personal or professional ends. Said characters are selected at random and will have to work against the objective in order to succeed.
IV. Chapter switch: An rp moderator will switch the plot of the quest and secretly select a completely different subplot. Characters must stay on their toes as they change gears drastically.
V. Canonicity: The current sidequest will combine with another ongoing sidequest with its own characters. Plans may change drastically.
8. Failing a Sidequest:
In order to respect the integrity of the sidequests and the efforts that moderators and admins put into managing them, the option of failing a sidequest has been incorporated into its design. Characters can fail a sidequest in a couple of ways:
I. Failing to finish a sidequest in its entirety (Leaving the thread inactive without prior notice for more than a week)
II. Failing to respond to a thread and thereby holding other users from posting for more than a week without prior notice.
III. Failing to adhere to the general goal of the sidequest, instead steering control away from the group for your own benefit.
IV. Failing to adhere to roles in subplots (Such as playing a potentially randomly selected role as detailed in a few of the subplot outlines)
Note: users will not fail a sidequest if they don't defeat a certain monster or are otherwise defeated or duped. Sidequests aren't meant to punish characters. As long as you follow the rules, are respectful towards fellow members and can manage to keep yourself humble, than you're in the clear.
9. Characters who fail a sidequest will not receive the points they have acquired throughout the length of the topic.
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