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Resentia: The Lost Continent

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An RP set in an original Dungeons and Dragons universe. 

Tags: Literate, Role Play, fantasy, Dungeons and Dragons, original 

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Rules of the Guild

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nazgurath falanor talik
Captain

PostPosted: Tue Apr 07, 2009 12:01 pm


Here are some basic rules to let the guild flow smoothly.
If a members violates any of these rules more than three times, there is a chance they may be expelled from the guild.

1. Follow the Gaia ToS
2. Absolutely no God Moding/Auto-hitting
3. No Cybering, though light romance is allowed
4. For ability scores, use the following, distributed how you see fit for your character: 15, 14, 13, 12, 10, 10
5. Post in the appropriate forum
6. Your character cannot be in more than one place(thread) at once
7. When exiting/entering, please state the area you are exiting to/entering from in brackets, it makes it easier to keep track of people. ex: [[Exits to plains]]
8. Try to make all posts at least semi-literate, no "txt" speak or 1337
9. Limit of two magic items for a new character
10. Only designated Mods(DMs) are allowed to implement magic items into the world
11. All books are allowed, but you may be asked to provide further information to avoid confusion.
12. When using a Spell, or other Ability, please state in OOC brackets the name of the Ability you are using. Ex: Moving his hands in an intricate pattern and reciting a small incantation, Nezarus fired a bolt of pure energy from his finger tip. ((magic missile))((we will be lenient with this rule, but it makes things easier when we all know what you are doing))
13. Even Crew Members must have their profiles accepted by another Crew Member before they can begin role-playing. This even goes for ferenik and myself.
14. Remember to separate character knowledge from player knowledge. Your character does not know everything you know, doing so is Metagaming and is extremely frowned upon.
15. Remember your ability scores when attempting certain actions. A Fighter with a low Dexterity won't be doing backflips anytime soon, nor will a Rogue be lifting a Half-Dragon over his head.
16. While feats are not a neccessity for character creation, there are still appropriate prerequisites for certain abilities, such as two-weapon fighting, or magical item creation.

((more to be added later))
PostPosted: Sat Apr 11, 2009 1:00 am


The roles of the Guild members
DM: can throw any number of (appropriate) monsters at the character(s) in an area; can implement magic items and story characters, usually taking control of the latter. can create/implement questlines

Writer: aid the DMs in running a quest; help insert important characters into a setting; create artifacts and other important items

Mod: look over profiles to make sure they are an appropriate power level; keep an eye on literacy/rules within the guild and enforce the rules where needed.

Regular Member: participate in quests, join a party, make friends, have fun.

Most DMs will also be Mods, and some will also be Writers. Myself and Ferenik are two examples of Crew members who are a DM/Writer/Mods.
DMs have all the authority of a Mod in terms of rule enforcement. DMs do need not be writers, though it helps. Writers can still take part in their own quests, but must remember the difference between player knowledge and character knowledge.

nazgurath falanor talik
Captain


nazgurath falanor talik
Captain

PostPosted: Tue Apr 28, 2009 12:00 am


Through recent discussion with Ferenik, I have decided that Feats are no longer neccessary for characters.
Also, we are currently working on a "leveling" system to help determine character progression, so that no one immediately goes from "farmer" to "champion" in a day.
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Resentia

 
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