Role-Play Setting (Rules): Difference between revisions
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''You are expected to role-play in such a | ''You are expected to role-play in such a way that it contributes to the storyline of the guild while not breaking the established universe or the guild setting. The guild setting is summarized as follows: | ||
Hofborg is a town in the hold of Haafingar in Western Skyrim, consisting of one and two story buildings made of rough stone or wood walls, waddle and dab, heavy timber beams, and thatch or wood shingles. It is intended to be a location steeped in Nord culture even if some portion of the town's population includes non-nords. The town is comprised of small walled districts, open spaces, underground cairns and rough-fare locations such as [[Brygg-Bottom (Locations)]]. | Hofborg is a town in the hold of Haafingar in Western Skyrim, consisting of one and two story buildings made of rough stone or wood walls, waddle and dab, heavy timber beams, and thatch or wood shingles. It is intended to be a location steeped in Nord culture even if some portion of the town's population includes non-nords. The town is comprised of small walled districts, open spaces, underground cairns and rough-fare locations such as [[Brygg-Bottom (Locations)]]. |
Revision as of 21:29, 15 January 2023
You are expected to role-play in such a way that it contributes to the storyline of the guild while not breaking the established universe or the guild setting. The guild setting is summarized as follows:
Hofborg is a town in the hold of Haafingar in Western Skyrim, consisting of one and two story buildings made of rough stone or wood walls, waddle and dab, heavy timber beams, and thatch or wood shingles. It is intended to be a location steeped in Nord culture even if some portion of the town's population includes non-nords. The town is comprised of small walled districts, open spaces, underground cairns and rough-fare locations such as Brygg-Bottom (Locations).
The town does not have the kind of things found in larger cities; such as sewers, guild halls, or paved streets. While the Motherhouse does sit above a series of hot springs, possibly from some volcanic activity, and the town is perhaps less cold then the rest of Western Skyrim -- its never truly warm even in summer. Consequently, the population tends to wear wool, fur and leather except when under the most strenuous of activities or hot summer days.
The townspeople, while friendly to other Nords, tends to be insular and prickly until their respect is won. Respect comes only with actions that benefit the town in the manner the town wishes to be benefitted. Visitors to the town will quickly notice that casual familiarity, causal use of magic, boasting, bragging or showing off may result in a disapproving glare or the cold shoulder. Better received are good manners, respect, hard work and community participation.
Additionally, the players for Hofborg are looking for collaborative story telling. The single-handed hero, the Harry Potter level mage, the jack of all trades who is actually the master of all trades, as well as those with significant head canon are of far less interest than base-line characters with a master skill or two. Instead we prefer role-play to include others while taking lead up, effort, cost, consequence and interaction. This applies directly to how magic is handled, as well as equivalent martial power level, and role-play'd crafting.
For a quick review, we are not interested in: the use of Thu'um, sophisticated Dwemer tech, high level magic like teleportation and raising the undead. Weapons and armor should be displayed on your avatar if you want to use them, otherwise you'll have to go get them. Magic portals should be used off screen. Teapots should not float. (might need to add one or two more no gos)
This page was written in Jan of 2023 after a discussion with the greater body of the guild community and serves as a general guideline for visitors, applicants, allies and members. The following guides have been produced as as to give further details on various topics which new players may require. Please note, our goal is to help defined a setting for shared story telling, while not stunting creativity.
- All the Nords
- This community was created and is maintain for those role-players who are part of the Nord Community. We do allow other races, but we will actively maintain the Nord cultural feel if we must. So while you are welcome to bring your non-Nord here to join, we expect them to adopt our culture and traditions. We reserve the right to restrict how many non-Nords are in our community.
- High Fantasy vs Low Fantasy
- ESO offers a wide spectrum of role-play options for players that swings quite far between low and high fantasy. This is good, it gives the overall role-play community more options than just one does. However, as you likely know, individual players have individual preferences. As a group, I think we tend to fall closer to the low fantasy side and are likely to view high fantasy characters with suspicion. I welcome you to come discuss this with me if you have any concerns about how your preferences fits in.
- What this means for magic
- We are applying no OOC restrictions on what type of magic is used and will be supporting the player base's IC opinions on magic. And while we expect the average Nord to have a problem with necromancy, Daedra or even magic in general, we expect it to be handled ICly.
- However the OOC guideline is: The guild wants to see magical solutions used less then a third of the time to solve guild problems. This can be handled in a variety of ways by the players, and will only be addressed by the guild leadership if this guideline is ignored.
- Magic vs Melee (Rules)
- While magic is generally discouraged in character for our guild setting, the players agree that its not a question of high magic or low magic, but rather magic should be used in a narratively satisfying way. Since magic is bending the rules of the world to your whim you must always be giving something in return for this power. There are several things you can give to varying degrees:
- Energy, such as the exhausting of personal reserves
- Time, both casting time and time for preparation
- Possessions such as reagents
- Incurring future problems
Magic can be used when it:
- Makes storytelling interesting for everyone
- Furthers the plot without diminishing it
- Allows for creative problem-solving that aligns with your character and the theme of Hofborg
Theory: ND-TLM by SisterGrimz
My approach to Hofborg is ND-TLM (Narrative-Driven - Thoughtful, and Logical Magic).
ND-TLM has three objectives:
- Make storytelling interesting and fun for everyone
- Further the plot without diminishing it
- Allow for creative problem-solving that aligns with your character and the theme of Hofburg
These objectives can be achieved by following our rules for RP Etiquette
- God Modding - Forcing an action upon another character or environment.
- Example: Dr. Example punches the hapless fool with enough force to break their nose.
- Correction: Dr. Example attempts to punch the hapless fool with enough force that it could break a nose.
- Meta-Gaming - Using OOC (out of character) information against a character IC (in character)
- Clarification: Just because a person’s character's sheet says something doesn't mean your character knows it.
- Power Gaming - OP (Overpowered), or God-like abilities being used in a way that takes from the RP.
- Clarification: Try not to ruin the fun by making characters that can solve everything. Let there be room for drama.
- Let's take a closer look at Power Gaming
- Usually, you can figure out if you are Power Gaming if you take a look at how much narrative weight something has. You want to try and have scenarios where your victories are earned, not given. This does not only apply to the character itself but as well as the group. To help create a balanced narrative, you can defer to thoughtfulness and logic. Every action will have a positive and negative reaction. Don’t defer to magic because it’s easy; use it because it’s interesting.
Example
Nothing can be gained without giving. You come across a tall ledge. You need to get up. How do you do it? The ledge is meant as an obstacle to be overcome for the group.
- Magic - Levitate
One person can cast levitate on the group, but at what cost? Do they lose the object they use as their magic focus? Causing a future event where they have to find a new one? For the rest of the event, can they still use magic? A group of people can cast levitate on the group, but at what cost? Is that all of their big spells for the day? Are they all now tired and need to be protected? How long does it cost to cast the spell? Did they prepare beforehand?
- Knowledge - Dwemer Tech
If one person can fix an elevator leading up the ledge, the entire group needs to be meaningfully involved; this can be achieved by having the repairs trigger a robot response that tries to kill the party; the group has to work together to survive. Or acquire parts. If the group knows about the Dwemer technology, have those people work on the elevator and make the process quicker.
- Physical - Climbing
Perhaps an individual is strong enough to climb the ledge and then help others get over it. This would require planning and teamwork.
The goal is to sell the effort in a way that is believable because it is grounded in cause and effect, where the narrative work put in equals the narrative output.
The effort to use ability + Things of importance lost + Preparations + Future problems =Completing a task of a certain level
- No Vamps, No Weres
- We have a strict no known werewolf or vampire policy. This means that if your character is showing obvious signs of affliction, you can expect big trouble. The mindset of the average Nord, including the Saebjorn's Captain Baene, cannot justify allowing known afflicted into the fold. If you are an afflicted character, you must endeavor to keep it secret or there will be IC consequences that may include death or exile. Please also note that we will firmly police any meta-gaming that unjustly "outs" a secretly afflicted member.
- Be aware of when to use NPCs
- Hofborg has both general guidelines and specific rules on the use of NPCs in role-play. Before you bring an NPC into your role-play you will want to check this guide on when to use NPCs for trivial issues verses problem solving issues, as well as how to introduce NPCs into DM ran events. Read More ..