Difference between revisions of "All Creation"

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The current ST's are Muse and myself (Xeriar), but any player familiar with the rules can run a Chronicle.
 
The current ST's are Muse and myself (Xeriar), but any player familiar with the rules can run a Chronicle.
  
[[All Creation Character Creation|Character Creation]]
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* [[All Creation Character Creation|Character Creation]]
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* [[All Creation House Rules|House Rules]]
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* [[All Creation Setting|Setting]]
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* [[Backgrounds]]
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* [[Excellencies]]
  
 
== Chronicle ==
 
== Chronicle ==
A Chronicle is a given ST's main storyline, consisting of their overall metaplot for a specific region.  Others can run their own adventures in the region, of course, but these need to fit within the overall main story.  Crossover between Chronicles is possible, but it will be rare - they will usually influence each other through intermediaries - news spreading, and so on.
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A Chronicle is a given ST's main storyline, consisting of their overall metaplot for a specific region.  Others can run their own adventures in the region, of course, but these need to fit within the overall main story - if you wish to run your own event in a Chronicle, run it by the CST (Chronicle Storyteller) first.  Crossover between Chronicles is possible, but it will be rare - they will usually influence each other through intermediaries - news spreading, and so on.
  
 
=== Weeks ===
 
=== Weeks ===
 
Chronicles are broken down by weeks.  First of Ascending Fire, Second of Ascending Fire, and so on.  Calibration occurs after the Fourth week of Descending Fire, making 61 'Weeks' per year.
 
Chronicles are broken down by weeks.  First of Ascending Fire, Second of Ascending Fire, and so on.  Calibration occurs after the Fourth week of Descending Fire, making 61 'Weeks' per year.
  
During a given Week (besides the introductory ones, of course), players of a given Chronicle will declare their main character's goals.  Rather than continuous sessions with strict GM involvement, these will largely be roleplaying exercises with challenges that may even be player-run.  The benefits of these will be commensurate with the character's capabilities, and challenges posed.  Going artifact-hunting in the safer areas of Rathess may reward a minor artifact, for example, and what gets considered 'safer' will expand with the player's capabilities.
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During a given Week, players of a given Chronicle will declare their main character's goals.  Rather than continuous sessions with strict GM involvement, these will largely be roleplaying exercises with challenges that may even be player-run.  The benefits of these will be commensurate with the character's capabilities, and challenges posed.  Going artifact-hunting in the safer areas of Rathess may reward a minor artifact, for example, and what gets considered 'safer' will expand with the player's capabilities.
  
 
For the above reasons, the players are expected to be creative, and willing to develop and document parts of the setting as well.  Rather than force the poor storyteller to come up with every last detail of a given week, players instead roleplay out specific scenes with each other in order to show their progress.
 
For the above reasons, the players are expected to be creative, and willing to develop and document parts of the setting as well.  Rather than force the poor storyteller to come up with every last detail of a given week, players instead roleplay out specific scenes with each other in order to show their progress.
  
This doesn't have to be with the Storyteller, but instead can be with NPCs or PCs other players have created.  Any respectable amount (at least 30 sentences per player / 30 minutes) of roleplay at all gives the base value of one xp going towards background dots for that week for the participating players' main characters, with more according to the following table:
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* Four weeks will pass in-game for every week that passes in real life, except for Calibration, which will always last an entire week.  This may be suspended or accelerated under certain conditions but is otherwise the intended pace of the game.
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* The game begins with some events during Ascending Air of the Year of the Mouse (768), just after Calibration.
  
* '''Sentences Per Player or Minutes: Reward'''
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=== Events ===
* '''30:''' 1 background-only xp
 
* '''60:''' 2 background-only xp
 
* '''90:''' 3 background-only xp
 
* '''120:''' 1 xp + 1 background-only xp
 
* '''150:''' 1 xp + 2 background-only xp
 
* '''180:''' 1 xp + 3 background-only xp
 
  
These will be eyeballed, roughly, I'm not too concerned about trusted players cheating on this since it's invitation only.  In the case of spell research, background xp points can go towards the cost of the spellThis is the only form of training that permits this sort of development, however.
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Events occur when players or the Storyteller decide to shake up the chronicle a bitThey take the place of normal weekly training, searching, and development, and are much more like traditional gaming sessions.  These will ideally be scheduled to complete in a given day.
  
* Major characters in a chronicle have an xp total equal to half their player's main character, provided they are played somewhat regularly.
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=== Experience Awards ===
* Backgrounds over three dots require ST approval, as do all manses / demesnes and anything else that has a spot on the map.
 
* Backgrounds above five are exceptionally rare, and require six points per dot instead of three.  They will need to be considered individually.
 
  
=== Events ===
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Roleplaying doesn't have to be with the Storyteller, but instead can be with NPCs or PCs other players have created. XP is given for this, and is largely self-policed.
  
Events occur when players or the Storyteller decide to shake up the chronicle a bit.  They take the place of normal weekly training, searching, and development, and are much more like traditional gaming sessions.  These will ideally be scheduled to complete in a given day.
+
For the purposes of determining xp gains, roleplay is broken down into blocks (~120 sentences), which are further sub-divided into segments (~20 sentences). Once a character has earned a full block they receive its rewards (1 xp, and 3 background-only xp), and their roleplay begins counting towards the next one.
  
== House Rules ==
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A character can earn receive xp for up to four blocks of roleplay per in-game month, or real-life week (resulting in a maximum of 4 xp + 12 background xp). At the end of a week, leftover segments are totaled up, and xp is awarded based on the chart below.
I'm trying to keep this list short. What follows are the best and most important ones I've come up with.
 
  
* Celestials are considered to have all Reflexive Charms with the Combo-OK keyword in each of their combos, for free.
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* '''Segments (# of sentences): Reward'''
** This means they also begin with a 'free' combo, where they can spend a willpower to make use of any and all Combo-OK Reflexives known, provided they have only used another Combo-OK Reflexive Charm during their action.  This 'combo' is updated as more such Charms are purchased, and the result is similar to the free reflexives Dragon-Blooded get, but is more limited.
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* '''1 (20):''' 1 background-only xp
** This means (Ability) Essence Flow doesn't exist.  See [[Excellencies]] for a list of additional excellencies, and (slight) house rules for them.
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* '''2 (40):''' 2 background-only xp
* Characters have incapacitated health levels equal to their Essence.
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* '''3 (60):''' 3 background-only xp
* Extras use my [[Fast Extras]] rules.
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* '''4 (80):''' 1 xp + 1 background-only xp
* Fulfilling a sufficiently epic Motivation will allow a main character to raise their Essence above 5.
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* '''5 (100):''' 1 xp + 2 background-only xp
* Celestial Exalted pay one less bp and two less xp for Charms.
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* '''6 (120):''' 1 xp + 3 background-only xp
  
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These can be eyeballed, roughly, I'm not too concerned about trusted players cheating on this since it's invitation only.
  
* Sorcery and Necromancy require mastery of thaumaturgy to learn properly.
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* Major characters in a chronicle have an xp total equal to half their player's main character, provided they are played somewhat regularly.
** The Knowledge background may be purchased by major and main characters to fill this needPlayers who don't want to mess with the old PG rules can simply buy up the background equal to the required Occult rating and assume they know enough.
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* All Charm, Combo, Ability, and Background purchases require ST approvalThis is mostly to make sure rules are being adhered to and to prevent nonsense like a bunch of 1-dot manses, but third-circle stuff (SMAs, Solar Sorcery, Void Necromancy), will be looked at more closely.
** Rather than purchasing specialties for an Art, they can be 'mastered' for 7 bp / 12 xp (requires purchasing the Art first).  This gives 3 dice, replacing the original 2, but cannot be taken with specialties.
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* Background dots above 3 cost double (6 xp), and triple above 5 (9 xp). Thus, to buy a background with a given rating:
** Exalted (only) get a 2 bp discount on purchasing all arts and sciences with the knowledge background, and a 2 xp discount otherwise.
 
** Favoring Occult -and- Lore gives a 2 bp discount / 2 xp discount that stacks with the above, and works on Rituals.
 
  
* Mass Combat rules will change.
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# 3 xp
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# 6 xp
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# 9 xp
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# 15 xp
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# 21 xp
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# 30 xp

Latest revision as of 00:15, 15 August 2007

This is an (eventually) Creation-spanning campaign that will consist of multiple STs running chronicles in tandem. They will be high-powered, epic, and world-shaking.

The current ST's are Muse and myself (Xeriar), but any player familiar with the rules can run a Chronicle.

Chronicle

A Chronicle is a given ST's main storyline, consisting of their overall metaplot for a specific region. Others can run their own adventures in the region, of course, but these need to fit within the overall main story - if you wish to run your own event in a Chronicle, run it by the CST (Chronicle Storyteller) first. Crossover between Chronicles is possible, but it will be rare - they will usually influence each other through intermediaries - news spreading, and so on.

Weeks

Chronicles are broken down by weeks. First of Ascending Fire, Second of Ascending Fire, and so on. Calibration occurs after the Fourth week of Descending Fire, making 61 'Weeks' per year.

During a given Week, players of a given Chronicle will declare their main character's goals. Rather than continuous sessions with strict GM involvement, these will largely be roleplaying exercises with challenges that may even be player-run. The benefits of these will be commensurate with the character's capabilities, and challenges posed. Going artifact-hunting in the safer areas of Rathess may reward a minor artifact, for example, and what gets considered 'safer' will expand with the player's capabilities.

For the above reasons, the players are expected to be creative, and willing to develop and document parts of the setting as well. Rather than force the poor storyteller to come up with every last detail of a given week, players instead roleplay out specific scenes with each other in order to show their progress.

  • Four weeks will pass in-game for every week that passes in real life, except for Calibration, which will always last an entire week. This may be suspended or accelerated under certain conditions but is otherwise the intended pace of the game.
  • The game begins with some events during Ascending Air of the Year of the Mouse (768), just after Calibration.

Events

Events occur when players or the Storyteller decide to shake up the chronicle a bit. They take the place of normal weekly training, searching, and development, and are much more like traditional gaming sessions. These will ideally be scheduled to complete in a given day.

Experience Awards

Roleplaying doesn't have to be with the Storyteller, but instead can be with NPCs or PCs other players have created. XP is given for this, and is largely self-policed.

For the purposes of determining xp gains, roleplay is broken down into blocks (~120 sentences), which are further sub-divided into segments (~20 sentences). Once a character has earned a full block they receive its rewards (1 xp, and 3 background-only xp), and their roleplay begins counting towards the next one.

A character can earn receive xp for up to four blocks of roleplay per in-game month, or real-life week (resulting in a maximum of 4 xp + 12 background xp). At the end of a week, leftover segments are totaled up, and xp is awarded based on the chart below.

  • Segments (# of sentences): Reward
  • 1 (20): 1 background-only xp
  • 2 (40): 2 background-only xp
  • 3 (60): 3 background-only xp
  • 4 (80): 1 xp + 1 background-only xp
  • 5 (100): 1 xp + 2 background-only xp
  • 6 (120): 1 xp + 3 background-only xp

These can be eyeballed, roughly, I'm not too concerned about trusted players cheating on this since it's invitation only.

  • Major characters in a chronicle have an xp total equal to half their player's main character, provided they are played somewhat regularly.
  • All Charm, Combo, Ability, and Background purchases require ST approval. This is mostly to make sure rules are being adhered to and to prevent nonsense like a bunch of 1-dot manses, but third-circle stuff (SMAs, Solar Sorcery, Void Necromancy), will be looked at more closely.
  • Background dots above 3 cost double (6 xp), and triple above 5 (9 xp). Thus, to buy a background with a given rating:
  1. 3 xp
  2. 6 xp
  3. 9 xp
  4. 15 xp
  5. 21 xp
  6. 30 xp