Post by oddayintheglutton on Nov 16, 2010 15:43:26 GMT -5
The Dark Tides Event Handbook Alpha v0.1
A Dagorhir role-play event supplementary rule set
Chapter 1: Terminology
Player: A Dagorhir participant. I.e. Fighter/Non-Com
Fighter: A person involved in Dagorhir combat who strikes others and can be struck.
Non-Com: A participant in Dagorhir who for any reason cannot be struck in combat.
NPC (Non-Player-Character): Is someone who is not playing their own Dagorhir character and is playing a character chosen by a storyteller. Also referred as Cleric/Necromancer/Surgeon/healer or whatever title they’re character supplies.
Out of Character “OOC”: A catch all phrase for people not involved in Combat. This includes spectators and people doing acts that do not affect game play. OOC examples are as follows: Travelling to the bathroom, fetching water, delivering first aid, or speaking with/pulled aside by a herald/event coordinator.
Metagaming: The act of using or spreading OOC knowledge that is not known in character.
Currency: Official event money.
Baubles: Unofficial currency brought by players to an event.
Coffer/Unit Coffer: A box/container kept in a Fortress for purpose of holding a unit’s funds. Also, the unit’s Resurrection point.
Chapter 2: Role-play, Player identification, Economy.
Metagaming is strictly forbidden. Any information gathered while OOC should not even be repeated unless it is an issue requiring a herald and only to a Herald in this situation.
Out of Character attendees must wear a large white sash no less than 3 inches thick in a clearly visible manner across the torso. People wearing OOC sashes may not carry arms or shields unless they are travelling to or from weapons check. OOC people should not be spoken too by an IC person unless it involves something important OOC. (Asking for water, First aid, the location of a herald, etc.) OOC sash may only be taken on or off, inside of a Unit/Realm/Kingdoms own camp.
Fighters may wear any garb/arms/armor as is allowed by the Dagorhir Manual of Arms.
Non-Combatants must wear a large orange sash no less than 3 inches thick in a clearly visible manner across the torso. Non-Combatants are considered in all ways “players.” They are allowed to all the rights of a fighter, other than open combat. (For more details, see Chapter #3: Death, Resurrection, Looting, and healing.)
NPCs will be marked with a bright red sash with the word NPC on them. During the event, players will be chosen at random to fight as NPCs to attack camps and random people on the trails. You may decline being an NPC, but NPCs are awarded gold coins as a prize for acting as an NPC. NPCs can be informants, fighting groups, dragons, etc. Should anyone want to assign themselves to NPC duty, they may do so and still fight in the field battles. If you are an NPC character, you are expected to show no preferences towards your original character. This includes loyalties to units, arguments towards other characters, etc. Gold gained by NPCs is given towards character's money supply, not towards a specific unit. It is the character's choice what to do with said gold. NPCs will not loot anyone they kill. If someone is killed by an NPC, they do not have to hold for the 100 seconds for looting and may instead return immediately to their resurrection point. They are not required to drop a gold coin on death.
No tampering may be done to game currency. (I.e. panting it to appear a different color, damaging it (intentionally) or counterfeiting) (This is a rule in place now, until the events are stable enough to allow more inventive ways of manipulating the economy.) Please bring any damaged/unusual coins to the nearest herald. (For a possible reward.)
Baubles are not only accepted by encouraged in Dark Tides. They are considered a physical manifestation of a players wealth. Bobbles carry no official game value for the purposes of purchasing official game advantages (Fortresses upgrades, Field battle advantages) but may be used in any other way in character (purchase of a good or service from another player, for example). No baubles may resemble in shape or color game currency.
Chapter 3: Death, Resurrection, Looting, and healing.
The Following rules apply to participations of banner wars. Rules may vary on the Quest Scenarios. Death carries a heavier penalty at the Dark Tides Event.
When a fighter perishes he is to kneel in the location he was fighting, or move to the edge of the fighting immediately and begin a ‘100 Dagorhir’ count, the fighter is now considered to be ‘dying.’ At this point the dying fighter must retrieve a Gold Piece from his person and keep it in his hand until he finishes his count, is looted, or saved by a Non-Com (rules follow.) When his/her count is complete, the fighter drops the coin to the earth (do not throw it into water, or into the woods, etc, … keep it classy.) in the location he completed his count he is now ‘dead’ and may then return to his unit’s fortress or gypsy camp to resurrect.
The fighter’s count may be interrupted by a ‘Looter.’ A fighter may place an empty hand on the ‘Dead’ (be modest, and if the person seems uncomfortable, they can ask you to touch another location) and begin his own looting count. A loot count is saying “I am looting you” 5 times while not being attacked, or attacking himself. If a looter is attacked or attacks, he must begin again. When the loot count is completed, the dead fighter’s 100 Dagorhir count is interrupted and he must hand a gold coin to the looter. At this point the player is considered dead and may immediately go resurrect at a Fortress/Castle or the Gypsy Camp.
A fighter’s count may also be interrupted by a Non-Com Player. The Non-Com will have the ability to ‘field resurrect’ a fighter by playing a hand upon the dying or dead fighter. This must happen when both the players are stationary. Raising the <Token?> above their head and then saying something to the effect of ‘I am binding your wounds’ ‘It’s a flesh wound’ ‘Stand and fight for me’ etc etc etc. This point he Token is destroyed. (as in, the Non-Com must destroy it.) The fighter is then considered alive. A fighter who is resurrected while ‘dying’ does not need to drop a coin. A fighter who is resurrected while dead will be given a coin which will be attached to the resurrection token. (See special Items for Resurrection tokens) A player raised this way DOES NOT have his Armor/Shield/Bow repaired.
When a dead fighter returns to their Fortress/Castle they must with draw a coin from their Unit’s Coffer. The dead player will then be returned to life and may return to the field of battle. If there are no coins in a the Unit’s coffer the player may: Find a Herald for NPC work (see rules later). Remove some of his personal gold from his person and place it into the coffer and then draw it to resurrect. Or wait for a team mate to place gold into the coffer, then take that coin.
A fighter may use a ‘Banner’ while it is in a fortress as a healing point. The healing point functions as a healing poem that can repair shields, bows, armor, and limbs. The fighter must be in contact with the banner for a full 100 Dagorhir count.
Non-Com players will be able to carry a healing poem that only consists of 150 syllables instead of the standard 180. All other rules for the healing poem apply. If possible DT Officials will like to see custom healing poems before the event, or at it’s beginning. Simple, standard healing poems will be available for Non-Coms at check in.
Non-Combatant players MAY NOT be struck in combat. If a fighter/NPC enters a 3 foot radius around the person with hostile intent and simply says “I am killing you.” The Non-Com is now dead. Non-Coms DO NOT drop coins on death. Non-Coms may not loot or be looted. Non-coms will resurrect by returning to their unit’s coffers and touching it and proclaiming themselves alive. Non-Coms may take gold from the Unit Coffer and travel to the gypsy camp to purchase things for their Unit (or themselves) IE light sources, Resurrection Tokens, etc. Non-Coms may not “Hold on” to someone else’s gold to keep it safe. The ways a Non-Com can gain additional gold are as follows: Playing an Non-Combatant NPC for a Herald. ‘Selling’ a resurrection token to another player. (Be it alive or dead. You can ask a dead person if they want to pay to be resurrected. If they pay or you not, is an In Character dispute). Or even selling other items gains IC through purchase from the gypsy camp or gathered from a quest. **We understand this is restrictive but for now it is the only solution to stop non-coms as being used as portable banks. Anyone breaking these rules will be wearing an OOC sash for the rest of the event.
Chapter 4: Campgrounds and Fortresses.
Campgrounds are to be separated into two distinct areas. These locations are defined as “Camps” & “Fortresses/Castles”. Combat is to be conducted ONLY in fortresses.
No camp may contain In character combat (If you would like have a small area for sparing inside a unit, this is acceptable but there must be a some form of physical boundary between it, and the camp’s fire.) Camps must be clearly and completely surrounded by a length of white rope either staked around the perimeter or strung between takes/trees at chest level. Only OOC may enter another unit/etc camp.
Fortresses may border a camp but that border must be marked with both colors of rope. A fortress must be clearly marked in the same way as a camp, but with yellow rope. A fortress must have a minimum 10 foot radius around a center point. A Fort must have at least a single eight foot entrance. (No angling, or manipulation allowed. Eight feet. We mean 8 feet). Fortresses may also be surrounded by cloth/plastic sheeting so long as it is not within 2 feet of the ground or over 5 feet in total height.
Players may “attack” from the walls with weapons of reach (Pole-arms, Archery during hours of sunlight.) any may in turn be attacked by the like. A defender (The player inside the fort) may not strike someone outside the wall, or be struck by another pole-arm from outside the wall, unless he is within 3 feet of the wall. Standing on a wall staked to the ground is acceptable. But if you step off, you fall to your death.
Walls may be scaled by players who are not: Wearing Armor. Carrying a Shield. Carrying a red weapon. To scale a wall, a player must drop to the earth before crossing the wall and must belly crawl until the entire length of his body has crossed beyond the wall. Players who are scaling a wall, can be killed. Scaling players must fight from their belly/back. (yeah, that is rough.) Players should use discretion when attacking prone players. There can be nothing in your fort besides: Players, flags, extra weapons, Unit Coffer.
A Dagorhir role-play event supplementary rule set
Chapter 1: Terminology
Player: A Dagorhir participant. I.e. Fighter/Non-Com
Fighter: A person involved in Dagorhir combat who strikes others and can be struck.
Non-Com: A participant in Dagorhir who for any reason cannot be struck in combat.
NPC (Non-Player-Character): Is someone who is not playing their own Dagorhir character and is playing a character chosen by a storyteller. Also referred as Cleric/Necromancer/Surgeon/healer or whatever title they’re character supplies.
Out of Character “OOC”: A catch all phrase for people not involved in Combat. This includes spectators and people doing acts that do not affect game play. OOC examples are as follows: Travelling to the bathroom, fetching water, delivering first aid, or speaking with/pulled aside by a herald/event coordinator.
Metagaming: The act of using or spreading OOC knowledge that is not known in character.
Currency: Official event money.
Baubles: Unofficial currency brought by players to an event.
Coffer/Unit Coffer: A box/container kept in a Fortress for purpose of holding a unit’s funds. Also, the unit’s Resurrection point.
Chapter 2: Role-play, Player identification, Economy.
Metagaming is strictly forbidden. Any information gathered while OOC should not even be repeated unless it is an issue requiring a herald and only to a Herald in this situation.
Out of Character attendees must wear a large white sash no less than 3 inches thick in a clearly visible manner across the torso. People wearing OOC sashes may not carry arms or shields unless they are travelling to or from weapons check. OOC people should not be spoken too by an IC person unless it involves something important OOC. (Asking for water, First aid, the location of a herald, etc.) OOC sash may only be taken on or off, inside of a Unit/Realm/Kingdoms own camp.
Fighters may wear any garb/arms/armor as is allowed by the Dagorhir Manual of Arms.
Non-Combatants must wear a large orange sash no less than 3 inches thick in a clearly visible manner across the torso. Non-Combatants are considered in all ways “players.” They are allowed to all the rights of a fighter, other than open combat. (For more details, see Chapter #3: Death, Resurrection, Looting, and healing.)
NPCs will be marked with a bright red sash with the word NPC on them. During the event, players will be chosen at random to fight as NPCs to attack camps and random people on the trails. You may decline being an NPC, but NPCs are awarded gold coins as a prize for acting as an NPC. NPCs can be informants, fighting groups, dragons, etc. Should anyone want to assign themselves to NPC duty, they may do so and still fight in the field battles. If you are an NPC character, you are expected to show no preferences towards your original character. This includes loyalties to units, arguments towards other characters, etc. Gold gained by NPCs is given towards character's money supply, not towards a specific unit. It is the character's choice what to do with said gold. NPCs will not loot anyone they kill. If someone is killed by an NPC, they do not have to hold for the 100 seconds for looting and may instead return immediately to their resurrection point. They are not required to drop a gold coin on death.
No tampering may be done to game currency. (I.e. panting it to appear a different color, damaging it (intentionally) or counterfeiting) (This is a rule in place now, until the events are stable enough to allow more inventive ways of manipulating the economy.) Please bring any damaged/unusual coins to the nearest herald. (For a possible reward.)
Baubles are not only accepted by encouraged in Dark Tides. They are considered a physical manifestation of a players wealth. Bobbles carry no official game value for the purposes of purchasing official game advantages (Fortresses upgrades, Field battle advantages) but may be used in any other way in character (purchase of a good or service from another player, for example). No baubles may resemble in shape or color game currency.
Chapter 3: Death, Resurrection, Looting, and healing.
The Following rules apply to participations of banner wars. Rules may vary on the Quest Scenarios. Death carries a heavier penalty at the Dark Tides Event.
When a fighter perishes he is to kneel in the location he was fighting, or move to the edge of the fighting immediately and begin a ‘100 Dagorhir’ count, the fighter is now considered to be ‘dying.’ At this point the dying fighter must retrieve a Gold Piece from his person and keep it in his hand until he finishes his count, is looted, or saved by a Non-Com (rules follow.) When his/her count is complete, the fighter drops the coin to the earth (do not throw it into water, or into the woods, etc, … keep it classy.) in the location he completed his count he is now ‘dead’ and may then return to his unit’s fortress or gypsy camp to resurrect.
The fighter’s count may be interrupted by a ‘Looter.’ A fighter may place an empty hand on the ‘Dead’ (be modest, and if the person seems uncomfortable, they can ask you to touch another location) and begin his own looting count. A loot count is saying “I am looting you” 5 times while not being attacked, or attacking himself. If a looter is attacked or attacks, he must begin again. When the loot count is completed, the dead fighter’s 100 Dagorhir count is interrupted and he must hand a gold coin to the looter. At this point the player is considered dead and may immediately go resurrect at a Fortress/Castle or the Gypsy Camp.
A fighter’s count may also be interrupted by a Non-Com Player. The Non-Com will have the ability to ‘field resurrect’ a fighter by playing a hand upon the dying or dead fighter. This must happen when both the players are stationary. Raising the <Token?> above their head and then saying something to the effect of ‘I am binding your wounds’ ‘It’s a flesh wound’ ‘Stand and fight for me’ etc etc etc. This point he Token is destroyed. (as in, the Non-Com must destroy it.) The fighter is then considered alive. A fighter who is resurrected while ‘dying’ does not need to drop a coin. A fighter who is resurrected while dead will be given a coin which will be attached to the resurrection token. (See special Items for Resurrection tokens) A player raised this way DOES NOT have his Armor/Shield/Bow repaired.
When a dead fighter returns to their Fortress/Castle they must with draw a coin from their Unit’s Coffer. The dead player will then be returned to life and may return to the field of battle. If there are no coins in a the Unit’s coffer the player may: Find a Herald for NPC work (see rules later). Remove some of his personal gold from his person and place it into the coffer and then draw it to resurrect. Or wait for a team mate to place gold into the coffer, then take that coin.
A fighter may use a ‘Banner’ while it is in a fortress as a healing point. The healing point functions as a healing poem that can repair shields, bows, armor, and limbs. The fighter must be in contact with the banner for a full 100 Dagorhir count.
Non-Com players will be able to carry a healing poem that only consists of 150 syllables instead of the standard 180. All other rules for the healing poem apply. If possible DT Officials will like to see custom healing poems before the event, or at it’s beginning. Simple, standard healing poems will be available for Non-Coms at check in.
Non-Combatant players MAY NOT be struck in combat. If a fighter/NPC enters a 3 foot radius around the person with hostile intent and simply says “I am killing you.” The Non-Com is now dead. Non-Coms DO NOT drop coins on death. Non-Coms may not loot or be looted. Non-coms will resurrect by returning to their unit’s coffers and touching it and proclaiming themselves alive. Non-Coms may take gold from the Unit Coffer and travel to the gypsy camp to purchase things for their Unit (or themselves) IE light sources, Resurrection Tokens, etc. Non-Coms may not “Hold on” to someone else’s gold to keep it safe. The ways a Non-Com can gain additional gold are as follows: Playing an Non-Combatant NPC for a Herald. ‘Selling’ a resurrection token to another player. (Be it alive or dead. You can ask a dead person if they want to pay to be resurrected. If they pay or you not, is an In Character dispute). Or even selling other items gains IC through purchase from the gypsy camp or gathered from a quest. **We understand this is restrictive but for now it is the only solution to stop non-coms as being used as portable banks. Anyone breaking these rules will be wearing an OOC sash for the rest of the event.
Chapter 4: Campgrounds and Fortresses.
Campgrounds are to be separated into two distinct areas. These locations are defined as “Camps” & “Fortresses/Castles”. Combat is to be conducted ONLY in fortresses.
No camp may contain In character combat (If you would like have a small area for sparing inside a unit, this is acceptable but there must be a some form of physical boundary between it, and the camp’s fire.) Camps must be clearly and completely surrounded by a length of white rope either staked around the perimeter or strung between takes/trees at chest level. Only OOC may enter another unit/etc camp.
Fortresses may border a camp but that border must be marked with both colors of rope. A fortress must be clearly marked in the same way as a camp, but with yellow rope. A fortress must have a minimum 10 foot radius around a center point. A Fort must have at least a single eight foot entrance. (No angling, or manipulation allowed. Eight feet. We mean 8 feet). Fortresses may also be surrounded by cloth/plastic sheeting so long as it is not within 2 feet of the ground or over 5 feet in total height.
Players may “attack” from the walls with weapons of reach (Pole-arms, Archery during hours of sunlight.) any may in turn be attacked by the like. A defender (The player inside the fort) may not strike someone outside the wall, or be struck by another pole-arm from outside the wall, unless he is within 3 feet of the wall. Standing on a wall staked to the ground is acceptable. But if you step off, you fall to your death.
Walls may be scaled by players who are not: Wearing Armor. Carrying a Shield. Carrying a red weapon. To scale a wall, a player must drop to the earth before crossing the wall and must belly crawl until the entire length of his body has crossed beyond the wall. Players who are scaling a wall, can be killed. Scaling players must fight from their belly/back. (yeah, that is rough.) Players should use discretion when attacking prone players. There can be nothing in your fort besides: Players, flags, extra weapons, Unit Coffer.