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Posted: Sat Sep 02, 2006 7:08 am
Quest bios for characters (real world or Shutensa) belong in the applications forum. Once you have a character, please feel free to either make a thread for them in the Official Characters forum, or donate to the guild and receive your own subforum for keeping your information. If you want to get a forum, it's a simple donation of 2500 to the guild and a PM to Shutensa to do so. More details actually in the thread.
The Main Forum is for role-play, event threads ( created by mods), or announcements.
[x] Forum Symbols: [Bio] Avatar Journal [player and Avatar] An official log for quests from dream land, for STATS of your character and Avatar. [D] Dorm Journal [Roomates, and rooms] for common rp/chatter between roomates, or to place your school things, or other rp. [ORP] Open RP [PRP] Private RP [RPQ] RP quest threads [E] Event thread [O] Official information [and RP], open to all students.
So . . .Plot :: What can you do? ::
Well, the best thing about role-playing is that you can write about nearly anything! In the real world, you could write about your character exploring their surroundings, going on a date, going to lunch, doing an assignment for study, buying something for their avatar, you get the idea. If you're writing alone, this is called a SOLO RP.
There's also the difference of writing by yourself or with another gaian. This is where you and your partner(s) come up with an idea and write back and forth to bring it to fruition. This can be a lot of fun! Keep in mind not to god-mod, and to consider each others feelings and goals for the scene. This is called a JOINT RP.
Players can also write in the world of Shutensa, writing for their Avatar/Sprite Character. Are they on an adventure? Are they questing for something? Do they have a regular party or Circle that they run with? These sorts of plots can also be solo or joint.
In both cases, players can feel free to create 'Throw Away' NPCs to interact with. These characters are NEVER very important or influential people/sprites, but can fill the roles of shopkeepers, minor enemies to be vanquished, or classmates/teachers.
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Posted: Sun Jul 11, 2010 1:01 am
ALL ABOUT BATTLE :: Flow of combat ::
Combat can be summed up as one players skill and luck pitted against that of others. Each player's character is permitted to move once and to take one offensive action and one defensive action (more if they have purchased the Extra Attacks Attribute). Characters may forfeit their attack in favor of one non-combat action. Characters may move->act or act->move, but cannot 1/2move->act->1/2move.
Combat is divided into 4 phases: Initiative, Attack, Defense, and Damage.
When writing for combat, make sure that you still pay attention to your characters thoughts and reactions to the world around them. Writing these things out will flesh out the drama more, and keep the event of a battle from turning into a boring dice-rolling exercise.
So, how does combat happen?
Determine that someone is bringing the pain to someone/thing else
PHASE 001 -- Initiative (caveat: in official moderated matches, a moderator can award initiative to one or another player for good writing, or because it logically makes sense if someone is hidden/sneak-attacking). Initiative determines who goes first/order of action. Roll one six-sided die (1d6), add on any modifiers from skills/abilities, and add your character's Attack Value.
Initiative = [ 1d6 + skill modifiers + AttackValue { (Taol + Poell + Ene ) / 3 } ] The highest value goes first and order of action follows in order of highest to lowest value. Two players who have the same initiative value are assumed to carry out their actions simultaneously. Both get to deliver attacks and damage. If one should be reduced to 0 hp, their actions are still carried out before passing out. PHASE 002 -- Attack Single target or multiple target attacks, depending on the ability or weapon used, must succeed against an opponents defense in order to successfully inflict damage. To succeed, roll less then or equal to your character's Attack Value { (Taol + Poell + Ene ) / 3 } on TWO six-sided dice (2d6). Modify the resulting roll with any abilities. If it is equal or less it is a possible hit. An unmodified roll of 12 always fails, of 2 is a critical success. Remember, the point is to roll LOWER then your attack value. Critical successes are meant to reflect the sometimes brutally efficient attacks seen in video games, movies and anime. They ARE NOT defendable. They do double the normal amount of damage. PHASE 003 -- Defend If a character is the target of a successful attack, they may attempt to defend by blocking, dodging, running away, or however the writer deems appropriate to describe. Defensive actions are rolled IMMEDIATELY after the attack, to resolve the logic of action/reaction play. Each player can only defend once each round, regardless of how many people are attacking the character. A player can choose not to defend against one attack in anticipation of another attack still to come from another source. To successfully defend, roll equal to or less your characters Defense Value { ( attack value - 2 ) } on two 6 sided dice. A natural roll of 12 always fails, a natural roll of 2 always succeeds. If the defense roll is successfully equal to or less then the Defense value of the defending character, the attack is negated and no damage is delivered. PHASE 004 -- Damage The amount of damage reflects skill and inherent deadliness of a given weapon or attack. Damage = Attack Value + Weapon Damage Value. If a Weapon is not being used, then just the Attack Value is used. A player can voluntarily reduce the damage they inflict to a minimum of 1 in the case of sparring, warning shots, dramatic effect, etc. Damage can also result from non-combat actions such as falling. Players should determine/agree on a reasonable amount of damage for these cases in unofficial matches. In the case of an official match, it is up to the moderator to determine extant damage values and sources appropriately. Players MUST post their current health points in their posts as such: " (( I'm trading Maralyn's action for a move, so she's using all her turn to high-tail it outta there! )) Maralyn ran along the sidewalk, holding her side. Who was that masked man? She wasn't stupid enough to want to stick around and find out, not without a police escort. How far was it to the station? HP: 29 / 50 "
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Posted: Sun Jul 11, 2010 1:02 am
ALL ABOUT DUELLING :: OFFICIAL MATCHES ::
If you've seen the anime Summer Wars, Angelic Layer, or played Pokemon, you know what dueling can be like. Duels make up some of the most televised and anticipated fame and money generating events for Professional Dreamers and their adoring fans. So, how do duels come about 'in-character' in Dreamland? The Shu themselves may take some offense while in a bar talking to each other, they may specifically enter fight rings in towns, or even come into competition for a specific sword when they both arrive at the end of a meta-quest chain. And when there's only one sword, there's only one way to find out who gets to claim it: a duel.
Official Duels must have a shop moderator present to officiate. A moderator determines appropriate environmental obstacles, damage, initiative modifiers, etc. And Official Duel occurs when, during play, one avatar/character calls on the Light of Lune to sanction Rights of Dispute. The Avatars involved are then surrounded by Lune's light. Actual game play would be suspended until a GameMaster arrived and logged in to officiate as Lacedaeus and arrange official advertisement and telecasting of the duel. During this interim, the 'real-life' player cannot move their avatar, so they may have to find something else to do with their time until the duel.
Unofficial duels do exist, these are just happenstance scuffles between avatars, and the outcomes are left to the determinations of their writers.
It is HIGHLY suggested that if you know that an rp you are involved in is going to involve an official duel, you arrange a time with one of the moderators ahead of time so that you don't have to wait days and days and lose your excitement for your rp by the time one is available to officiate and watch the rolls.
Particularly well-played, well-written role play may be awarded by moderators with badges, or 'real world' fame/currency for the players, regardless of winning/losing the duel itself.
If players disagree with moderators, they may petition their case to another moderator and it will be brought to a vote among the shop staff.
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