In this guild there's a specific way quests work, so make sure you understand this.
First, you need to fill out the form in the post below and send it the captain or VC to be approved.
[Please consider that the above form is beta testing so any feedback or suggestions to improve it are highly encouraged!]
Second, to set up a quest, you must post a new topic [recruitment thread] for it in the Quests forum.
Third, Once the quest recruitment thread is posted in the Quests forum a maximum of two weeks is given in which people may sign up; if not enough people sign up then the quest will be taken down.
When you set up a quest, it will be it's own mini RP.
Also, the changes made to locations are permanent (say the fighters guild kills the bandits in a camp and sets up their own guild members there, now all other quests should aknowledge that if they just happen to choose the same camp) and cannot be too drastic (so don't destroy the imperial city, burn down the entire great forest, etc etc.) unless it is a large quest which involves a lot of Role Players and the Captain or Vice Captain has approved it.
Now, there are three different types of quests.
Guild Quests:
A quest in which only the members of a specific guild will be involved. Example: Say the Mages Guild wants an old fort filled with necromancers raided, then you just have to make the quest, and get some Mages Guild roleplayers to sign up for it then go and complete the quest.
Open Quests:
A quest in which all members are allowed to join. For Example: Say the Countess of Bruma wants to hire some people to go raid Ayleid Ruins for her and bring back an artifact, well then multiple people from different guilds could sign up.
Personal Quests:
These are usually quests that dive into the history or backstory of one particular character, usually belonging to the person who created the quest. They can also be a follow up quest seeking some sort of resolution from the prior personal quest. The main character may ask a favor for example of some of his/her guildmates, requesting their help in some matter, probably with the promise of some sort of reward. The main character does not have to choose from guildmates....they can choose to hire someone they don't know, or perhaps they have a friend who would like to help them out for no reward. There are many possibilities. There is however one rule about personal quests: Each character may not have more then two personal quests. TOTAL.
Multi Guild Quests:
There are two types of Multi Guild Quests, Opposing and Cooperative
Opposing:
A quest in which multiple different Guilds participate in a quest against eachother. Example: Say the Dark Brotherhood has been asked to assassinate a noble, but some information leaked and now the Fighters Guild has been hired to protect him/her.
Cooperative:
When multiple guilds work together to achieve the same goal. A cooperative quest could transform into an Opposing towards the end if the guilds betrayed eachother, but that's up to the Roleplayers to decide. Also remember to make it seem realistic, the Thieves guild and Dark Brotherhood despise each other, it's highly unlikely they would work together. Example: Say that there's a very large group of rebels in a large complex fort and they've been praying on caravans and the Legion is too tied up to do anything about it so the Fighters Guild and Mages Guild are asked to eliminate them.
So When You Make A Quest ....
When making a quest, first write the kind of quest it is.
Simply put [GQ] [OQ] [MG-O] or [MG-C] and then write the title of the quest.
An example for say an open quest were adventurers were hired to defend a caravan from bandits might look like "[OQ] Beat Back the Bandits".
Since this is a guild for literate roleplayers there's no reason to deny anyone the right to join your RP unless it's strictly invite only.
In this case just put (invite only) or (i.o.) at the end of the title.
If you feel like someone who wants to join will end up screwing up the RP then suck it up.
BUT if you actually see them doing things that a literate Role Player wouldn't do (godmodding, metagaming, oneliners, etc etc.) more than one time
(because we all make mistakes, just alert them of theirs) but once they've repeated their mistakes after being warned please contact one of the vice captains or captain.
Once your quest is in the quest forum, enough roleplayers have signed up, and you label it as 'Started', go to the proper RP location and post a thread with the same title as in the Quest Forum.
Lastly, when your finished with your quest, label it as finished in the title of both the actual rp thread as well as the quest forum. Or if it just sort of died, you can label it as Incomplete. All quests, whether they be finished or incomplete will be moved by crew to the Archives forum.
Also after a quest is finished, put the changes that occurred in it so that leadership may update them (say you cleared a camp, then tell them what camp you cleared so they can change it in the location's description as empty or now inhabited by someone/something else).
Quick Note: The Arena
The Arena is neutral to all factions and doesn't care at if you're in any other faction. Making an Arena fight can be just like a quest and can be set up any way you like. You can make it Arena Combatants against Monsters, 1 vs. 1, or you can have multiple fighters. The only scenario in which it can be unbalanced in numbers is if the ranks are offset (If two gladiators fought four bloodletters). Also, the magic laced waters of the Basin have been enhanced to revive even those slain in battle, so don't hold back!
PM the person who made the quest to tell them you're joining.
First, you need to fill out the form in the post below and send it the captain or VC to be approved.
[Please consider that the above form is beta testing so any feedback or suggestions to improve it are highly encouraged!]
Second, to set up a quest, you must post a new topic [recruitment thread] for it in the Quests forum.
Third, Once the quest recruitment thread is posted in the Quests forum a maximum of two weeks is given in which people may sign up; if not enough people sign up then the quest will be taken down.
When you set up a quest, it will be it's own mini RP.
Also, the changes made to locations are permanent (say the fighters guild kills the bandits in a camp and sets up their own guild members there, now all other quests should aknowledge that if they just happen to choose the same camp) and cannot be too drastic (so don't destroy the imperial city, burn down the entire great forest, etc etc.) unless it is a large quest which involves a lot of Role Players and the Captain or Vice Captain has approved it.
Now, there are three different types of quests.
Guild Quests:
A quest in which only the members of a specific guild will be involved. Example: Say the Mages Guild wants an old fort filled with necromancers raided, then you just have to make the quest, and get some Mages Guild roleplayers to sign up for it then go and complete the quest.
Open Quests:
A quest in which all members are allowed to join. For Example: Say the Countess of Bruma wants to hire some people to go raid Ayleid Ruins for her and bring back an artifact, well then multiple people from different guilds could sign up.
Personal Quests:
These are usually quests that dive into the history or backstory of one particular character, usually belonging to the person who created the quest. They can also be a follow up quest seeking some sort of resolution from the prior personal quest. The main character may ask a favor for example of some of his/her guildmates, requesting their help in some matter, probably with the promise of some sort of reward. The main character does not have to choose from guildmates....they can choose to hire someone they don't know, or perhaps they have a friend who would like to help them out for no reward. There are many possibilities. There is however one rule about personal quests: Each character may not have more then two personal quests. TOTAL.
Multi Guild Quests:
There are two types of Multi Guild Quests, Opposing and Cooperative
Opposing:
A quest in which multiple different Guilds participate in a quest against eachother. Example: Say the Dark Brotherhood has been asked to assassinate a noble, but some information leaked and now the Fighters Guild has been hired to protect him/her.
Cooperative:
When multiple guilds work together to achieve the same goal. A cooperative quest could transform into an Opposing towards the end if the guilds betrayed eachother, but that's up to the Roleplayers to decide. Also remember to make it seem realistic, the Thieves guild and Dark Brotherhood despise each other, it's highly unlikely they would work together. Example: Say that there's a very large group of rebels in a large complex fort and they've been praying on caravans and the Legion is too tied up to do anything about it so the Fighters Guild and Mages Guild are asked to eliminate them.
So When You Make A Quest ....
When making a quest, first write the kind of quest it is.
Simply put [GQ] [OQ] [MG-O] or [MG-C] and then write the title of the quest.
An example for say an open quest were adventurers were hired to defend a caravan from bandits might look like "[OQ] Beat Back the Bandits".
Since this is a guild for literate roleplayers there's no reason to deny anyone the right to join your RP unless it's strictly invite only.
In this case just put (invite only) or (i.o.) at the end of the title.
If you feel like someone who wants to join will end up screwing up the RP then suck it up.
BUT if you actually see them doing things that a literate Role Player wouldn't do (godmodding, metagaming, oneliners, etc etc.) more than one time
(because we all make mistakes, just alert them of theirs) but once they've repeated their mistakes after being warned please contact one of the vice captains or captain.
Once your quest is in the quest forum, enough roleplayers have signed up, and you label it as 'Started', go to the proper RP location and post a thread with the same title as in the Quest Forum.
Lastly, when your finished with your quest, label it as finished in the title of both the actual rp thread as well as the quest forum. Or if it just sort of died, you can label it as Incomplete. All quests, whether they be finished or incomplete will be moved by crew to the Archives forum.
Also after a quest is finished, put the changes that occurred in it so that leadership may update them (say you cleared a camp, then tell them what camp you cleared so they can change it in the location's description as empty or now inhabited by someone/something else).
Quick Note: The Arena
The Arena is neutral to all factions and doesn't care at if you're in any other faction. Making an Arena fight can be just like a quest and can be set up any way you like. You can make it Arena Combatants against Monsters, 1 vs. 1, or you can have multiple fighters. The only scenario in which it can be unbalanced in numbers is if the ranks are offset (If two gladiators fought four bloodletters). Also, the magic laced waters of the Basin have been enhanced to revive even those slain in battle, so don't hold back!
PM the person who made the quest to tell them you're joining.
