It is said that the Elder Ones are storytellers. They tell stories of ordinary lives in extraordinary times and stories of great men changing the course of history. They tell stories of love and betrayal, stories of honour and stories of cowardice. Every life is a story and every story is worth telling. And so the Elder Ones tell those stories.
The Shard Coast finds itself at a time of change. There is war brewing between Osten and Belland, to no one’s surprise. Whispers of treason wander on the streets of Mysborg. The mages in Trisalce are growing increasingly nervous and to top it all off, reports of monsters are coming in from the Outerlands. One has to wonder if the Elder Ones have a grander story in the works…
Hello, and welcome to the Shard Coast!
In recent times, we haven’t had an active roleplay in here. The forum board looks lonely and sad and I decided I wanted to change that. So, this came to be. Below you will find rules, explanation of game mechanics, character creation templates and various information on the game world and such, but before that I want to explain what I had in mind when creating this game.
I went into creating the game with two goals: first, to let the players play their own character without having to worry about NPCs, worldbuilding or the like. Second, to give the players clear and specific goals to achieve in game.
With that in mind, I’ve decided I will not (at least for the time being) be a player in this game. I will be the GM, and I will act as you would expect a DM in, for example, a game of Dungeons and Dragons to act. I will be passing judgement on whether or not any action undertaken by your character was done according to the game’s rules, I will be creating the game world, controlling the NPCs and creating the main storylines. This does not mean that you can’t come up with your own parts of the game world, or with your own NPCs or with your own storylines. What this means is I will be doing those things regardless of whether you do them or not and if I think something you’ve come up with needs tweaking, I’ll hop in.
How the flow of the game should go: I describe the scene, you describe your actions, I describe what happens, repeat steps two and three. Obviously, I will not always be available to quickly post a follow-up, so it’s perfectly fine to describe what happens yourself, so long as you do it within reason. If you’re unsure, it might be better to wait for my narration. Actions between player characters also don’t need to be narrated by me, for obvious reasons.
Based on your character and the info you provide to me about them, you will each be individually given some extra information about the game world - stuff your character should know. Each of you will also have a specific goal you wish to accomplish in the game. If you don’t come up with one yourself, I will give it to you based on your character and with your consent. This goal is what drives your character. They don’t need to be obsessed with it, but it is something they strive for.
Ultimately, this is your game and I am merely the person that makes sure the game is running smoothly for your pleasure, so if you have anything you want to do yourself, then go for it. If you’re unsure of whether or not the thing you want to do is okay to do, just ask me and we’ll work something out.
Rules
Combat
Magic
Character creation
The Shard Coast finds itself at a time of change. There is war brewing between Osten and Belland, to no one’s surprise. Whispers of treason wander on the streets of Mysborg. The mages in Trisalce are growing increasingly nervous and to top it all off, reports of monsters are coming in from the Outerlands. One has to wonder if the Elder Ones have a grander story in the works…
***
Hello, and welcome to the Shard Coast!
In recent times, we haven’t had an active roleplay in here. The forum board looks lonely and sad and I decided I wanted to change that. So, this came to be. Below you will find rules, explanation of game mechanics, character creation templates and various information on the game world and such, but before that I want to explain what I had in mind when creating this game.
I went into creating the game with two goals: first, to let the players play their own character without having to worry about NPCs, worldbuilding or the like. Second, to give the players clear and specific goals to achieve in game.
With that in mind, I’ve decided I will not (at least for the time being) be a player in this game. I will be the GM, and I will act as you would expect a DM in, for example, a game of Dungeons and Dragons to act. I will be passing judgement on whether or not any action undertaken by your character was done according to the game’s rules, I will be creating the game world, controlling the NPCs and creating the main storylines. This does not mean that you can’t come up with your own parts of the game world, or with your own NPCs or with your own storylines. What this means is I will be doing those things regardless of whether you do them or not and if I think something you’ve come up with needs tweaking, I’ll hop in.
How the flow of the game should go: I describe the scene, you describe your actions, I describe what happens, repeat steps two and three. Obviously, I will not always be available to quickly post a follow-up, so it’s perfectly fine to describe what happens yourself, so long as you do it within reason. If you’re unsure, it might be better to wait for my narration. Actions between player characters also don’t need to be narrated by me, for obvious reasons.
Based on your character and the info you provide to me about them, you will each be individually given some extra information about the game world - stuff your character should know. Each of you will also have a specific goal you wish to accomplish in the game. If you don’t come up with one yourself, I will give it to you based on your character and with your consent. This goal is what drives your character. They don’t need to be obsessed with it, but it is something they strive for.
Ultimately, this is your game and I am merely the person that makes sure the game is running smoothly for your pleasure, so if you have anything you want to do yourself, then go for it. If you’re unsure of whether or not the thing you want to do is okay to do, just ask me and we’ll work something out.
Rules
* I (the GM) have the final say in everything. I might choose to bend or ignore some certain rules for the sake of the game, but only I have that authority.
* You can discuss the game outside the thread, but I’d like to be included when the actual gameplay happens.
* You have one character. I may or may not increase this number as the game progresses.
* Metagaming is not allowed. Play as your character, not as yourself.
* Powerplaying and godmodding are not allowed, except in special circumstances when explicitly allowed by myself. Don’t count on it happening, though.
* Player character death can only happen with that player’s consent. Otherwise, the character is simply knocked out or some other story-appropriate negative effect will be applied to them with my permission.
* I won’t be punishing for one-liner posts, but I don’t exactly like them either. If you can, try and write some more.
* Write however you want, but keep it easily readable and understandable.
* Please stay active, or if you’re going to go inactive, please let us know.
* Most importantly, have fun!
* You can discuss the game outside the thread, but I’d like to be included when the actual gameplay happens.
* You have one character. I may or may not increase this number as the game progresses.
* Metagaming is not allowed. Play as your character, not as yourself.
* Powerplaying and godmodding are not allowed, except in special circumstances when explicitly allowed by myself. Don’t count on it happening, though.
* Player character death can only happen with that player’s consent. Otherwise, the character is simply knocked out or some other story-appropriate negative effect will be applied to them with my permission.
* I won’t be punishing for one-liner posts, but I don’t exactly like them either. If you can, try and write some more.
* Write however you want, but keep it easily readable and understandable.
* Please stay active, or if you’re going to go inactive, please let us know.
* Most importantly, have fun!
Combat
In previous games in this community, combat has largely been “I say something, you say something”. While that makes it easier for you to describe the fight exactly how you want to describe it, then it can also lead to a case where one player does something that annoys the other player involved.
Here’s an example:
“Endal cast a fireball at Light, who then fell unconscious after getting burned.”
It’s possible that could’ve happened, but Endal’s player doesn’t even leave a chance for Light’s player to defend his character.
Here’s another way it could go:
“Endal cast a fireball at Light.”
“Light dodged the fireball.”
This scenario is also entirely possible, but in this case Endal’s player can be annoyed that his spell did no damage whatsoever just because his opponent said so.
To prevent a situation like this, combat needs to have rules.
* Every character has a certain amount of HP, which I will determine based on your character sheet and any situational conditions that might apply.
* Every time an attack is made, dice are rolled. If the roll is above a certain number, the attack hits and deals damage. The higher the roll above that number, the more damage the attack deals. The number is modified by certain factors, such as your strength in case of a melee attack, the opponent’s ability to dodge or resist the attack, and your skill with the weapon you’re using.
* Combat is round based, which means you only get a certain number of actions at a time.
* Once your HP falls to zero, you’re knocked out. In certain cases, it can result in character death, as well.
This system is very simple and might undergo some changes in the future, depending on how well it works in game. You’re free to roleplay the results of such combat in whichever way you like, as long as it reflects the way the fight went.
Here’s an example:
“Endal cast a fireball at Light, who then fell unconscious after getting burned.”
It’s possible that could’ve happened, but Endal’s player doesn’t even leave a chance for Light’s player to defend his character.
Here’s another way it could go:
“Endal cast a fireball at Light.”
“Light dodged the fireball.”
This scenario is also entirely possible, but in this case Endal’s player can be annoyed that his spell did no damage whatsoever just because his opponent said so.
To prevent a situation like this, combat needs to have rules.
* Every character has a certain amount of HP, which I will determine based on your character sheet and any situational conditions that might apply.
* Every time an attack is made, dice are rolled. If the roll is above a certain number, the attack hits and deals damage. The higher the roll above that number, the more damage the attack deals. The number is modified by certain factors, such as your strength in case of a melee attack, the opponent’s ability to dodge or resist the attack, and your skill with the weapon you’re using.
* Combat is round based, which means you only get a certain number of actions at a time.
* Once your HP falls to zero, you’re knocked out. In certain cases, it can result in character death, as well.
This system is very simple and might undergo some changes in the future, depending on how well it works in game. You’re free to roleplay the results of such combat in whichever way you like, as long as it reflects the way the fight went.
Magic
What’s a fantasy world without magic? In the world of Ardunnu, the greater world in which the Shard Coast, Narwen and many other lands are situated in, magic exists and is found in many things, but to be able to control it and use it is a rare talent granted only by the gods or obtained through being born with it. Village healers may use the magical properties of certain plants to aid them in their task, but the potions that come of such dealings are weak and have only the slightest effects. Most people have never seen a true sorcerer or alchemist at work, as it takes a certain gift to be able to truly make use of the magic in the world.
There are three laws of magic, as postulated by Archmage Fredam of the Trisalce Academy:
* The more powerful a spell is, the more energy it requires to cast.
* The more difficult a spell is, the greater the chance of it failing or producing an unexpected side effect.
* The more skilled the mage is, the less of an effect the first two laws have.
There are three talents of magic and any mage can only use one of them.
The Talent of the Body, or alchemy, is the talent that allows the alchemist to amplify and enchance the magical properties already present in the world. It might come in the form of brewing powerful potions that outclass anything a common healer could prepare, or in the form of forging spellcast swords that are sharper and more durable than those that an ordinary smith could make. This is the type of magic that requires the least energy to perform, but on the other hand can take a lot of time and is dependent on raw material.
The Talent of the Mind, or psychics, is the talent of tricking or manipulating the mind. It can take the form of telepathy, or it can be used to create illusions. Tricking the senses is impossible, but manipulating with the image the senses provide to the mind to interpret is not, and this is precisely what the people possessing this talent do. Manipulation of the mind, however, is no easy task and will require great skill and much energy. A mage of this talent is commonly known as a mindweaver.
The Talent of the Soul, or sorcery, is the talent of manipulating the world around you. For example, a sorcerer could cast a fireball at his enemies, or he could push them with his mind. A sorcerer can make water dance around him and earth rise below him. Some tales speak of sorcerers powerful enough to even fly. Such power comes at a cost, however. Sorcery is the most energy-consuming of the three talents and if no magical focusing aids are used, it can quickly drain the sorcerer of their lifeforce. Even if the sorcerer uses all possible precautions, it is rare for them to live to old age.
All magic works by using the mage’s lifeforce to manipulate the magical energies in the world, so mages are often, but not necessarily, physically weaker and more suspectible to poison and illness than other people.
If you want to play a mage, pick a talent and come up with a few abilities that would suit that talent. I’m not really putting a hard limit on what abilities you can have, but be aware that I will not permit any abilities that I deem to be overpowered. Also, keep in mind that all magic needs to be learned in this world, nothing comes instinctively, so any mages that you play as have either spent years learning under a master, even more years experimenting and learning on their own, or haven’t learned a thing and can’t really do much.
There are three laws of magic, as postulated by Archmage Fredam of the Trisalce Academy:
* The more powerful a spell is, the more energy it requires to cast.
* The more difficult a spell is, the greater the chance of it failing or producing an unexpected side effect.
* The more skilled the mage is, the less of an effect the first two laws have.
There are three talents of magic and any mage can only use one of them.
The Talent of the Body, or alchemy, is the talent that allows the alchemist to amplify and enchance the magical properties already present in the world. It might come in the form of brewing powerful potions that outclass anything a common healer could prepare, or in the form of forging spellcast swords that are sharper and more durable than those that an ordinary smith could make. This is the type of magic that requires the least energy to perform, but on the other hand can take a lot of time and is dependent on raw material.
The Talent of the Mind, or psychics, is the talent of tricking or manipulating the mind. It can take the form of telepathy, or it can be used to create illusions. Tricking the senses is impossible, but manipulating with the image the senses provide to the mind to interpret is not, and this is precisely what the people possessing this talent do. Manipulation of the mind, however, is no easy task and will require great skill and much energy. A mage of this talent is commonly known as a mindweaver.
The Talent of the Soul, or sorcery, is the talent of manipulating the world around you. For example, a sorcerer could cast a fireball at his enemies, or he could push them with his mind. A sorcerer can make water dance around him and earth rise below him. Some tales speak of sorcerers powerful enough to even fly. Such power comes at a cost, however. Sorcery is the most energy-consuming of the three talents and if no magical focusing aids are used, it can quickly drain the sorcerer of their lifeforce. Even if the sorcerer uses all possible precautions, it is rare for them to live to old age.
All magic works by using the mage’s lifeforce to manipulate the magical energies in the world, so mages are often, but not necessarily, physically weaker and more suspectible to poison and illness than other people.
If you want to play a mage, pick a talent and come up with a few abilities that would suit that talent. I’m not really putting a hard limit on what abilities you can have, but be aware that I will not permit any abilities that I deem to be overpowered. Also, keep in mind that all magic needs to be learned in this world, nothing comes instinctively, so any mages that you play as have either spent years learning under a master, even more years experimenting and learning on their own, or haven’t learned a thing and can’t really do much.
Character creation
Fill out the template and post it either here or send me in a PM, I don’t particularly care. Note that once that is done, I’ll be sending you a PM anyway to discuss your goal and any extra information about the game world that you might have.
Try to put some effort into the bio; it doesn’t need to be an essay, but I’d really like more than just one sentence.
Name:
Age:
Gender:
Appearance:
--Eyes:
--Hair:
Abilities/Skills:
Starting equipment:
Bio:
Other notes:
Try to put some effort into the bio; it doesn’t need to be an essay, but I’d really like more than just one sentence.
Name:
Age:
Gender:
Appearance:
--Eyes:
--Hair:
Abilities/Skills:
Starting equipment:
Bio:
Other notes:
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