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Post by Andrei on Jun 13, 2007 16:25:05 GMT
1. No character below 8th Generation. Starting characters begin with 13th Generation; if you want a higher Generation ask a staff member politely and we'll consider it. 2. The maximum Discipline level available to PCs at the moment is 5. This will increase at a later date when more people join. 3. Colour code your post as Actions: Red, Speaking: Blue Thinking: Green. 4. No godmodding. For those who are unaware of the term or it's meaning, it means do not say what the other character is doing. Examples may be found below. 5. No metagaming. For those unaware of the term or it's meaning, it means to use OOC knowledge IC. Examples may be found below. 6. No Munchkins or Twinkery. Your character won't get approved if it's obviously a Min/Maxer and if you say, abuse the fuck out of Thaumaturgy you may or may not get assassins sent against your character. And if it gets really bad, you will be warned about it. This may seem as if we're inhibiting your choices, but it leads to the degeneration of roleplay and the ascension of idiotic competitions. This is not a pure combat RP site, so please don't try and abuse the system to get unrealistic advantages. 7. You may create three characters. If one suffers Final Death, then you may make a new one with the remains of the old character. Your second and third characters will be half as powerful as your first, primary character. 8. The Episodes are death enabled and if your char suffers Final Death there it's permanent. In the battle area the same thing goes except the death isn't permanent. In general RP areas death is not enabled as dying in there makes things complicated in the Episodes... 9. Post a paragraph in each post, no one liners. A paragraph is defined as 5 sentances. Not that hard eh? Also, be aware of where your haven is. If it's in say, New York and you post in a thread set in Europe then saying you went out for a stroll doesn't make much sense. Have some purpose in what your character does in a place. 10. With each 100 posts you can learn a new level of a Discipline. This means only one new ability and if you want to learn more than one ability of the same level in the same Discipline you'll have to wait another 100 posts. Choose new abilities carefully. Remember, it takes 200 posts to learn a new Discipline ability that isn't amongst your clan's 3 native disciplines. With every 100 posts your character also gains a new health level. With every 50 posts you can also get an extra dot in a background. Details below. 11. When calling upon a packmate or equivelant in a thread, you can only do it twice (as in, call them and send 'em away only to recall them) and depending on how far away they are it'll take the amount of pages equivelant to the number of miles away they are. So 1 mile away=takes a page to get to you. This is to prevent a group of vicious vampires suddenly popping outta the woodwork and acting as a deus ex machina to save your pallid ass. Also, if you make a second and/or third Sabbat character they'll have to be part of the same pack as your other Sabbat characters. They can run around independantly though. Max pack size is 15 members, none can be higher generation than your primary character.
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Post by Andrei on Jun 13, 2007 17:52:05 GMT
Example of godmodding, courtosy of wikipedia:
Godmoding is a term used in message board based role-playing games to describe two poor behaviours of players. Godmoding is almost always frowned upon by other members of the game, because it is regarded as a form of cheating against the game's tacit rules.
[edit] Passive Godmoding Godmoding can occur when a character describes an event or a series of events he or she has taken against another character or interactive object, most often with the purpose of rescinding negative effects previously encountered or granting some other effect inconsistent with an innocent view of the narrative. Godmoding is thus often used like a "Get Out of Jail Free card" when things don't go the way a player wants, rather than working with previously unfolded events. It is also used to describe the act of creating or playing with an invincible character or unbreakable armor, limitless power, etc.
[edit] Active Godmoding Godmoding can also refer to the case where a player definitively describes the outcome of their own actions against another character or interactive object. For example, if player A states, "A strikes B and B takes damage", they could be considered to be godmoding. Another example of this might be where a character is facing multiple enemies, and they redirect one foe's attack onto another. For example, Player A states, "B misses A completely, and strikes C instead."
Similarly, controlling characters that belong to someone else is also a form of godmoding.
Player A: Character A punches Character B. Player B: Character B dodges the attack, grabs Character A and throws him out of a stained glass window. Character A flies at Character B, who warps behind him and slashes Character A in the back. Unusually, this version of godmoding is encouraged in the d20 system game WWE: Know Your Role; while players will select a professional wrestling manoeuvre to use on an opponent, the entire sequence is dictated by the winner; the above scenario would be accepted (assuming a slash in the back were an appropriate manoeuvre). The game itself reccommends that players be reasonable in this, as the player who decides on the sequence is determined by die rolls in the game.
[edit] Powermodding And/Or Autoing Godmodding can be sub-divided into two similar catagories commonly found within different areas of Play-By-Post Role-playing Games, which usually revolve around areas of external roleplay as in such diverse sites that range from Myspace to Youtube and to IMVU and so on. Although godmodding is often used to describe unfair rules within the realm of role-play, there are proper names for such things.
Autoing: The act of making decisions and/or actions for the target of your roleplay. Example: U dye now *kils u an waches blod shot from ur arm* ((Please note that most people who take in such actions as low as autoing commonly have unproper and/or mispelled spelling.)) Acts such as this are highly dishonorable and possibly the worst form of godmodding that can be acted upon. Powermodding: The act of constant regeneration and/or dodging of attacks and actions. This is commonly found in battle-situation role-plays. Classifications such as these are usually only used by the more experienced roleplayers, usually to be only used after a certain level of experienced is reach. Acts such as this are not entirley dishonorable, for they are hard to notice, however this classification usually halts the SL ((Storyline)) from advancing any further, making the story both unfair and simply 'not fun.' Example: After being struck by the blade aiming for his jugular 'name of preference' would immediatly use his anti-matter shield to regenerate within a matter of seconds. This would repeat throughout the SL ((storyline)) halting it completely. Acts are usually taken against autoing to a high extremity level. Being that it is very dishonorable and highly unfair, to a level where many role-players refuse to roleplay with people/role-players who godmode. This is usually a successful ditergant to such people.
Powermodding, however, is very hard to avoid. Being that some role-players do not notice, and powering ((powermodding)) is very hard to detect. Some people would think they are being completely fair, when in reality they are not.
Retrieved from "http://en.wikipedia.org/wiki/Godmoding"
Note on Powermodding: We have various systems in place to avoid this. However, certain things like using Celerity to dodge the opponents attacks are acceptable. Accusations of Godmodding and such like will be taken very seriously, but beware Powermodding; it is VERY hard to detect at times. Three mods will be required to agree if something is godmodding or otherwise.
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Post by Andrei on Jun 13, 2007 17:54:14 GMT
Example of Metagaming, courtesy of wikipedia.
In role-playing games, metagaming is the use of out-of-character knowledge in an in-character situation. A character played by a metagamer does not act in a way that reflects the character's in-game experiences and back-story.
Examples of metagaming include:
Adjusting a character's actions if the player has some foreknowledge of the long-term intentions of the gamemaster. Using certain types of attack or defense based on the strengths and weaknesses of a monster/other characters the character knows nothing of, for example a weakness to fire-based magic. Acting on technical and/or scientific knowledge that the character is not or could not be aware of (such as creating gunpowder in a dark ages or middle ages setting). Adjusting a character's behavior towards other player characters based on real-life relationships with other players. Using knowledge of the game's mechanics to gain an advantage in the game. Assuming that something that appears to be wrong or unlikely in the game world is a mistake of the gamemaster rather than something that could be investigated. Assuming that if an item (often a chest, desk or book-case) is mentioned by the gamemaster during the initial description of an area, it must have some relevance to the storyline, and immediately searching or examining it (while ignoring other furnishings or objects that are most likely there as well). Deciding on a character's course of action based on how the game's mechanics will affect the outcome. Any action that is based upon the knowledge that one is playing a game. Another form of metagaming occurs as a form of powergaming during character creation, when a player takes flaws or liabilities that they know the gamemaster is unlikely to fully exploit, thereby acquiring extra creation options without paying a corresponding penalty. Traditionally, metagaming is generally frowned upon in role-playing communities, as it upsets the suspension of disbelief and affects game balance. However, some narrativist indie role-playing games deliberately support metagaming in "Director stance" and encourage shared storytelling among players.[1]
In addition, live action roleplaying games with a more cinematic style may use metagame references to specific books and films, either before the game or during play, to prompt the players as to the atmosphere the organisers are aiming to create.
More broadly, metagaming can refer to those aspects of play that exist outside the gameworld, such as out of character discussions between players and the gamemaster.
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Post by Andrei on Jun 13, 2007 18:29:01 GMT
Health levels (and other, related stuff)
The starting health levels are thus: 1. Bruised 2. Hurt 3. Injured 4. Wounded 5. Mauled 6. Crippled 7. Incapacitated
The first three have no real detrimental affect on a character's actions. From four onwards it gets bad for people. Wounded means that a bodypart (say the leg) is injured enough so it stops working properly. Mauled means fighting is now pretty much out of the question so running would be a good idea. Crippled is similar but far worse to the point where you can't run and Incapacitated means Torpor. You may spend a blood point to heal one level of bashing damage, two blood points to heal one point lethal damage and three blood points to heal one point of aggravated damage. This can be done in one post if you can spend enough blood points or over a number of posts.
As I've said, with every 100 posts you get a new health health level (bruised) added to your original seven. This means at 100 posts you'll have 8 health levels and with 1,000 posts you'll have 17. In this way you can see how a fledgling's body is still barely any stronger than a humans while an experianced and powerful vampire will shrug off things that would cripple a human. With every 100 posts you can also get one more dot in each background you've taken (and for some backgrounds, with approval, get more). PM staff to get them to unlock your profile so it can be updated.
Below is the key that shows you how many blood points you may spend and your maximum blood points for your generation:
Generation and Bloodpool Bloodpools Creature Bloodpool Vampire: 10-?? Werewolf: 25 Average Human: 10 Child: 5 Dog: 2 Cat: 1 Plasma Bag: 1 Rat: 1/2 Bat/Bird: 1/4 Generation Chart Generation, Trait Max, Blood Pool, BP/Turn 3rd 10 ?? ?? 4th 9 50 10 5th 8 40 8 6th 7 30 6 7th 6 20 5 8th 5 15 3 9th 5 14 2 10th 5 13 1 11th 5 12 1 12th 5 11 1 13th 5 10 1
Trait Max: Max number of dots a vampire of this generation can have in any one Attribute or Ability. Bloodpool Max: Max number of bloodpoints a vampire of this generation can store. Remember elders concentrate the vitae within them rather than swelling up with huge physical volumes of blood. BP/Turn: Max number of bloodpoints a vampire of this generation can spend each turn.
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