Rules:Adventures

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Adventures are special role-playing events where players can elect to have their characters (and possibly others' characters) enter into a hostile encounter that is not usually directly part of an official plot, or the machinations of a Declared Villain. Instead, players volunteer or are asked to play the moderator (or "dungeon master", or "DM") of the event. The moderator creates and describes the scene for the participating player characters, who react to it. Adventure events can range anywhere between a heroic player character taking on a group of thieves he stumbles upon in the act, to daring quests to slay dangerous beasts, or hunts to find valuable treasure. The possibilities are only limited by the imagination of the moderator. Rewards for participating in an Adventure vary with the scale of the event. In the end, however, Adventures can prove a refreshing and rewarding break from the tedium of constant sparring.

How to play an Adventure

The smallest permissible Adventure consists of one moderator and one player. There is always only one moderator in a particular event, but the number of players that may participate is limited only by the moderator's willingness to play to so many. A moderator can request players who are not participating to assist in playing NPCs. Sometimes, a moderator may choose to limit an event to a certain number of characters, or to require a minimum of participating characters, for propriety's sake. The moderator may not play any competitive characters in the Adventure he or she is moderating.

The moderator's task is to create a small ... well, adventure for the participants to explore. We have created several Adventure ideas for moderators to peruse, complete with relevant statistics. An experienced and imaginative moderator, however, can deviate from the suggestions and even create their own content, if they wish. Once selected, the moderator describes the situation as it occurs to the characters. The goal is to provide a challenging and fun experience for all involved.

Adventures may be held anywhere in the AltDBZ cosmos, but should generally be pertinent to the location where they reside.

Scales of Conflict

Adventures are set to different general "scales", based on how large the conflict, or how important the focal point of the Adventure. The scale of the adventure determines not only what kinds of rewards participants receive, but also what level of staff screening is necessary.

Skirmish

Skirmishes are the smallest, and easiest to play Adventures. Light to moderate difficulty is expected, and the character survival rate is higher than usual.

These often include numerous foes who are slightly weaker than the participants, or a few who are slightly stronger (but likely lack the technical prowess of the characters).

Skirmishes often have petty or insignificant amounts of importance, and sometimes lack any reason besides "I'm a bad guy, you're a good guy. We fight now." No staff permission is required to run a skirmish.

A moderator may hold as many skirmish Adventures as he/she wishes.

Battle

Battles are markedly more important than skirmishes. Moderate to challenging difficulty is expected. If the characters involved do not react well to their foes, they may fail to overcome the Adventure.

Battles are highlighted by a single powerful challenge, such as a powerful "boss" enemy with many minions, which require the efforts of numerous player characters working in tandem to overcome.

Unlike skirmishes, battles sometimes carry a light story with them, especially if a moderator chooses to use the same "boss" character repeatedly. However, it is important to note that Adventures stress on easily thrown-away NPCs. Enemy character ideas should border on generic, or exaggerated, to avoid attachment. In order to run an adventure, the significant technique mechanics posessed by enemy NPCs must be cleared briefly with staff. So long as a particular character has been approved for Adventure use by staff, and the character does not change, a moderator can use it in successive Adventures without repeated staff checks.

30 days must pass since the last time a moderator has finished a Battle Adventure before he/she may hold another.

War

Wars are exceptionally rare Adventures, only precipitated when lower-scale Adventures by a moderator have caught sufficient attention to warrant a heavier storyline by attracting the attention of a large portion of the room's players. Wars should be elaborately prepared, and will likely require the moderator to recruit assistants. Player character demise should become a strong possibility.

Wars usually have an extremely powerful boss or group of boss enemies, surrounded by many lesser bosses and countless minions. Such are the epic sizes of wars that proper execution may dictate use of the offsite message board, to maintain continuity. If a war isn't calling for the serious participation of at least six to eight player characters, it probably isn't warranted.

Room staff must be actively involved in the development of a war. As a moderator, you should not aim to build your Adventures up to a war -- Adventures are meant to act as distractions and side-quests, rather than world-pivoting events. As such, staff approval will not be visited frequently on requests for lightly thought-up wars. Even if staff approval is granted for a war adventure, they are not to exceed the general scope of Adventures. They should not threaten large cities, or directly affect more than a small region of the world.

If a moderator is ever allowed to hold a War event, he/she should not expect to be able to do so again -- at least, not anytime in the near future. In fact, after a war event, a moderator is expected to take a break on hosting Adventures for a little while.

Rewards

In order for anyone involved in an Adventure to receive benefits for participating, the Adventure must be challenging to all player characters involved. Standards for a challenging Adventure generally follows the standards of challenge for taking gains from a spar or fight. However, in addition, mental challenge (solving puzzles, discovering enemy weaknesses, etc.) is also acceptable. Mental challenge should be judged on the player level, rather than the character level. There must always be some element of significant battle in Adventures.

Player characters may always redeem PT for participating in an Adventure, so long as they were in it for at least 3 posts. In order to receive the below listed rewards, the character must overcome the adventure. Failure to do so only yields half of the possible rewards.

Moderators may reap gains as frequently as they hold adventures. They are allowed to run adventures no more than three times over the span of any seven day period. Player characters may participate in as many adventures as they like, but cannot exceed their gain caps with adventure gains.

Barring complications from the above, rewards for participating in an Adventure are issued both to the moderator as well as to the players. The rewards depend on the scale of the Adventure, as described above. Regardless of the scale or assistance level, players who assist the moderator in playing NPCs are always simply allowed to redeem Passive Training for one of their characters, as though that character had just been played.

SKIRMISH

Moderator

PT Redemption for one character, plus 5 tech days, distributable to as many or as few characters as desired.

Players

1.5x base PL gain (=4.5% for Humans)

BATTLE

Moderator

PT Redemption for any two characters, plus 7 to 14 tech days, as decided by room staff, distributable to as many or as few characters as desired.

Players

3x base PL gain (=9% for Humans)

Moderators are authorized to issue one Battle participant 7 free tech days, if he/she demonstrates impressive RPing ability or intelligence in handling a situation. This may only be done once per two months, per moderator. The credit may not be given to moderator assistants. The credit must be spent or saved on that particular participating character. Moderators who issue the credit should notify staff, so it can be recorded.

WAR

Moderator

PT Redemption for all competitive characters, plus between 15 and 30 distributable tech days, as decided by room staff.

Players

Gains are variable, but are typically equal to or in excess of 12% PL gain, with the possibility of a fixed-number (not a percentage) gain added on top. Gains are chosen by the moderator, and cleared by staff.

Suggested Adventure Ideas

We have developed some content to give moderators ideas for their Adventures. Feel free to use this information directly or indirectly, or even to modify the articles with your own ideas. Each region cleared for Adventures also has its own Miscellaneous Adventures page, where players and staff can pool brief ideas for Adventures.

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