<span class="bbc_font" style="font-family: impact;"><span class="bbc_size" style="font-size: 18pt;">COVENANT OF PLAYERS &amp; GM(S)</span></span><br/><br/><strong><span class="bbc_size" style="font-size: 11pt;">POST ETIQUETTE:</span></strong><br/>Just to keep things a little more orderly when we post (my apologies to those of us with a more<em>chaotic</em>bent  XD) so that everyone has rough understanding of what to expect in posting (but if it ain't mentioned, then you've got free reign):<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Action Sequence (Combat/Skill Challenges)</div><div class="spoiler_body">Unfolds as standard rules dictate.  Everyone acts in order of initiative with one post each detailing what they do (unless of course, their action is to delay until another player acts).  Combat (all the rolls, all the mechanics) is handled in a <span class="bbc_u"><em>separate</em></span> post from the IC and the results from the Combat thread can be put as dramatically or as gritty as your descriptive skill can get.<br/><br/>For the sake of clarity, if you are familiar enough with the system, label the actions you take in accordance with the action types you take, e.g:<br/><ul class="bbc_list"><li><strong>Move Action:</strong> I move up to enemy A.</li><li><strong>Standard Action:</strong> I cast <em>shocking grasp</em> on enemy A.</li><li><strong>Free Action:</strong> I call out to X in <em>elven</em> to get around enemy A and flank them.</li></ul><br/>Whenever making an attack, make all rolls and post all information together (attack roll, damage roll, effect, etc...) to save up on having to do it all one at a time - if they're effective all good and everyone doesn't have to wait.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Non-Action (Regular/Adventuring/Narrative)</div><div class="spoiler_body">Everyone gets roughly 2 posts (though you can write as much as you wish to in them) between each reply from the GM, as a way to reduce clutter – think of it as as your move and standard action, a chance to respond to the GM and then a chance to reply to a post from your fellow comrades if you feel it necessary.  Naturally this isn't a hard and fast rule – if a post or four is needed to convey certain information so be it (the spirit of this guideline is simply to reduce posts to the most relevant information necessary (for those of us who need to catch up), and give everyone time in the spot light – shine with your quality, not quantity, lol)</div></div><br/>It would also be immensely helpful if anything your character says could be formatted in<strong>a bold different colour</strong>, for it would be helpful when I'm reading over all the posts.<br/><br/><strong><span class="bbc_size" style="font-size: 11pt;">GAME MASTER &amp; PLAYERS:</span></strong><br/>Whilst I encourage creativity amongst gamers, we should agree from the very outset not to create characters that will step over another player's.  Character's who confront each other don't make for a very entertaining game (though it is possible you've discussed with another player that two have rivalry and both of you are choreographing this from a RP point of view, in which case let me know, so that I don't wonder, lol).  I believe every person here is mature enough not to cause petty squabbles that would break a game.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">GLORY, MAJESTY, UNITY</div><div class="spoiler_body">All players are one group, having come to this game knowing you were going to part of a group, and we all came to enjoy ourselves; whether its just to <em>kick ass</em> (spoken with an Arnie accent), to discover the story, to showcase your character, or even because you're hoping that this RP will be <em>the one that goes the distance</em>.  Everyone has different tastes and everyone has needs to enjoy themselves, short of stepping on someone else's character and goals.  If these conflict, <em>communicate</em> and resolve them (through your GM or with another).  If it <em>really, really, really</em> can't be gotten around, agree that both parties change their goals so that no one loses out.  So now is the time to pledge a pact of brotherhood and sisterhood!</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">GM will play enemies at their Intelligence</div><div class="spoiler_body">Basically, not <em>every </em>enemy is annoyingly super-smart, deviously cunning, omniscient (have <em>strangely </em>perfect coordination with their allies without actually communicating with one another), or <em>always </em>fights to the death and never panics.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">GM will satisfy player ambitions</div><div class="spoiler_body">All players deserve to be able to leave their mark on the world, whether its founding a hamlet that eventually becomes a city, creating an organisation that eventually influences the entire world, or solving the fundamental mysteries of that existence – the moment the player states that such is their goal, the GM will give them a start (or a lead) to it and every reasonable chance to achieve it.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Player's respect Concordance</div><div class="spoiler_body">When concordance is in effect, all players will make an effort to aid that player who is pursuing it and no fuss (it's really important to them after all if they were willing to spend Concordance Points on it).</div></div><br/><br/>More soon...