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How To Be A Part Of The Ongoing Adventure (rules)

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Posted 08 August 2003 - 02:31 AM

Ok, the basic rule is this: Have fun, and don't be yourself! TheSmile.gif

... but there are also rules for how this is going to work, and you MUST follow them or you may not be able to continue in the game. The following are the basic rules (not going to bother saying the basic board rules, like no profanity...):

Regions and Locations:
- Regions are the forums containing locations. An example of a region is Aderon.

- Locations are places within a region, like buildings. An example of a location is the Inn in Aderon.

Movement:

- When moving to another region, make a thread saying "Leaves -region-" (like in Aderon, say "Leaves Aderon"). You do not have to say where you are going, though most classes will require that you say "Arrives at -region-" in the destination (for example, spectres are exceptions after a certain post count). The body of the thread can be anything (like a message or something else). If your character has a name other than your username, please include that in the title (like "Fred leaves Zolandor"). grnwink.gif

- If you have a companion (summoned, like a skeleton) that travels with you, please include that in the title (and possibly body) of the movement thread. Say something like "Fred and Sparky leaves Zolandor". bluetongue.gif

- If your summoned companion can travel alone, you must make a thread for him/her/it if he/she/it ( eek7.gif ) leaves you. Otherwise make a thread like the above.

- To "sign off", you should either leave a region and not enter one (enter one when you get back) or move to a sanctum in your hometown. Otherwise you are still technically where you were when you left, and can be attacked while you're gone (yes, you can multitask by leaving this forum and still remaining in the game, and that is why you must do this when you leave).

- To move to a location within your region, you must post "Enters -location-" within the location thread. The same rules apply as the above if you have a companion. You do not need to post a thread in the regional forum about this, though must say when you leave the location (within the thread). If you have a message to post in a location and do not wish to stay, you may post your entrance and exit messages in the same post. You also must say that you're leaving the location when you enter the regional forum or go to another location.

Sanctums:

- In sanctums, certain classes can be protected from all harm. It depends on the town though, so if you're good (for example), don't expect to be protected in Shral Valeron. grnwink.gif

- No damage can be taken in sanctums, even involving neutral characters. These are meant to make hometowns safer for everyone.

- A sanctum is marked by its description (will say "sanctum" underneath the topic title).

- More features are planned to be added to sanctums later on.


Abilities:

- Your abilities are based on your post count. The higher your post count is, the more abilities and spells you will have.

- You cannot die. You can harm others and give them certain effects (or heal them), but you cannot actually lose health. This is because it would be too confusing, and there is no HP modification for use with roleplay forums (and it would be very difficult to do because everything would need to be re-scripted).

- Most effects given to you will only last as long as you are in the same area or something cancels them. This also applies to curses and enchantments affecting a region or building; when you leave, the effect goes away.

- An enchanter can only cancel spectre spells if his/her post count is higher, otherwise he/she lacks the ability to dispel the effect. This is the same in the other direction as well (a higher level enchanter's spells cannot be dispelled by a spectre's spell if the spectre has a lower post count). For this reason, watch out for enchanters or spectres with over a thousand posts. grnwink.gif

- For spectres and enchanters, only one region or location affecting spell can be used at a time. Casting another will cancel the effect.

- The actions are taken in the order of posts, and if someone says "Casts -blank-" and the effect prevents a certain action, that action cannot be taken by the target unless the post was actually posted before.

- Region affecting spells must be posted as their own thread, while location and target affecting spells can either be a thread or reply (reply if it affects a location within a region, thread or post to provoke an enemy).

- If you see a spectre in a forum but he/she didn't say that he/she entered, pretend your character doesn't know unless you have an ability to see them (roleplay...) grnwink.gif

- Wizard and Sorcerer spells will always hit the target if nobody replies with another action within a minute (except certain spells which are instantaneous, check the spell list for information).

- Non-casters must roleplay their actions, and they can make up attacks if they make descriptions of them in their posts (if using a weapon, and your damage is always relative to your post count). At no time can spells be spontaneously thought-up.

- Rogues cannot pickpocket others on the forums (with the exception of roleplaying, though it isn't official).

- Necromancers must use their raised dead to attack, and can only have one up at a time. They are the least oriented around interaction, though are considered two characters. Raised dead can follow Necromancers to other areas, though they must state that the servant is with them when they enter an area.

- Traders can be attacked outside their home towns, though cannot fight back. Inside their home towns they are safe from all danger.

Characters:

- If you are good, bad, or specialized, you cannot attack others of the same alignment. Neutral characters can attack anyone, and this includes guards (it is often good to be on the guards' good side). Neutral characters can also be attacked by anyone. This negative factor is offset by freedom which is not surpassed by most other classes.

- You should roleplay your character, and don't try to be yourself (unless you really want to...). What you say here will not be held against you, and don't hesitate to slay a friend who is of the opposite alignment. grnwink.gif

- You may play your character however you want. Even if you're evil, for example, you can try to be good to the extent of your abilities. Just remember that you cannot attack those of the same alignment though. If you really want a custom player, I would most recommend a neutral class. For example, a ranger can be good, bad, or neither.

Other:

- Feel free to make your own ongoing storyline, but be sure to check things that Super Mods post which will alter the situation. As the story unfolds (not like the actual game, it will be defined by how it goes), new areas will open up, new abilities will become available, and quests may come up. Quests will most likely involve the invasion of an enemy town or a puzzle of some sort. Rewards will be given out to the one(s) to initially complete the task (sorry, there's only one Skyrite Blade, hehe). We will try our best to form an ongoing storyline, though independent from the actual game we are working on. TheSmile.gif

These rules are not final, and there is no "battle system" yet. Remember that this is still under construction.
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