Post by Lidhuin on Jul 21, 2020 20:19:34 GMT
Regents get 1 free adventure action per turn - This is to encourage roleplay.
Regents can spend any of their 3 regent actions as well. It is generally advisable to use those to focus on the domain level play though.
Hired help must spend their action to join adventures.
Adventures drive the story. They may drive personal ambitions and resolve character conflicts.
While other domain level actions define who rules provinces, holdings and such, adventures may create possibilities for some domain level actions.
Adventures are absolutely crucial in resolving the main storyline. The veil remains weak, and the world remains cut-off. The end condition for this campaign is the restoration of the veil and subsequent reintegration of these lands with the rest of the world. Any adventure could potentially drive the Story forward indirectly or directly, so you don't have to specifically go on adventures to attempt to restore the veil or otherwise deal with it, but your character can still strive towards that if they so wish.
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So how do adventures work?
Prior to starting an adventure, you may organize an adventure either in-game or out-of-game with other players, or you may skip this part and jump straight to:
Post a thread in birthrightgold.freeforums.net/board/4/flames-albion-game-role-playing with a title and [Adventure] in the subject.
In your initial post, write-up three beliefs that are specific to that adventure. They should tell other players and the moderators what your goal with this adventure is.
And then you're free to roleplay!
Other characters who join should likewise write-up three beliefs specific to that adventure in their initial post. It's okay if the beliefs don't line up with the player who started the adventure, and it's okay if they're opposed.
For the time being, I intend to moderate all adventures. At some point in an adventure, a character will state a course of action for which there is both a possibility and a consequence of failure: They will express in roleplaying terms what they want to do, describing what will happen if they succeed, and which skill they intend to apply to make that happen, as well as any modifiers they are hoping to get (If you do not pick a skill or modifiers, I will do that for you). Other players may offer to help or make their own rolls if applicable.
Note that adventures are intended to be resolved over the course of about three weeks. You can continue to roleplay in any thread, but any actions requiring dice rolls should be taken and resolved before the start of the next turn. If you find that you're a bit stuck describing something, it's perfectly okay to write a short post that's directly to the point - I don't want people burning out on writing long roleplaying posts that they don't want to.
---
This may be developed further, especially if people have questions about adventures.
Regents can spend any of their 3 regent actions as well. It is generally advisable to use those to focus on the domain level play though.
Hired help must spend their action to join adventures.
Adventures drive the story. They may drive personal ambitions and resolve character conflicts.
While other domain level actions define who rules provinces, holdings and such, adventures may create possibilities for some domain level actions.
Adventures are absolutely crucial in resolving the main storyline. The veil remains weak, and the world remains cut-off. The end condition for this campaign is the restoration of the veil and subsequent reintegration of these lands with the rest of the world. Any adventure could potentially drive the Story forward indirectly or directly, so you don't have to specifically go on adventures to attempt to restore the veil or otherwise deal with it, but your character can still strive towards that if they so wish.
---
So how do adventures work?
Prior to starting an adventure, you may organize an adventure either in-game or out-of-game with other players, or you may skip this part and jump straight to:
Post a thread in birthrightgold.freeforums.net/board/4/flames-albion-game-role-playing with a title and [Adventure] in the subject.
In your initial post, write-up three beliefs that are specific to that adventure. They should tell other players and the moderators what your goal with this adventure is.
And then you're free to roleplay!
Other characters who join should likewise write-up three beliefs specific to that adventure in their initial post. It's okay if the beliefs don't line up with the player who started the adventure, and it's okay if they're opposed.
For the time being, I intend to moderate all adventures. At some point in an adventure, a character will state a course of action for which there is both a possibility and a consequence of failure: They will express in roleplaying terms what they want to do, describing what will happen if they succeed, and which skill they intend to apply to make that happen, as well as any modifiers they are hoping to get (If you do not pick a skill or modifiers, I will do that for you). Other players may offer to help or make their own rolls if applicable.
Note that adventures are intended to be resolved over the course of about three weeks. You can continue to roleplay in any thread, but any actions requiring dice rolls should be taken and resolved before the start of the next turn. If you find that you're a bit stuck describing something, it's perfectly okay to write a short post that's directly to the point - I don't want people burning out on writing long roleplaying posts that they don't want to.
---
This may be developed further, especially if people have questions about adventures.