View Single Post
Old 02-08-2009, 01:41 PM   #4
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
Here are the highlights of a few rules:



Winning the Game

Players leave the game in one of two ways. Either they die in battle, or they reach level ten. Once a player reaches level ten, they have won the game. Any player who is level ten is retired from the game. Retired players have won the game. The game continues until we have five winners, or everybody is dead or the time limit runs out. Retired and dead players may not continue to participate during the game.

You do not know how long you have before time runs out. You will be given a warning a few days before it happens.


The Black Market -


Player may also trade items out here in the thread. When a player finds an item, and does not want it, they may post the item here. You cannot lie about the item, but you are not required to tell the whole truth. Suppose a player found a ring, and discovered it was cursed. They could post that they found a magic ring, and then someone else might have a magic hat, and they trade. You are not required to say it is cursed, but you cannot lie and say it isn’t cursed. Any player who lies, inadvertently or vertently, will lose a small percentage of their experience points.

If a player sells an identified magic item to the Djinnis, or trades it with another, it remains identified. If it is found on the corpse of a player, it will have to be identified again.

In order to trade, one person must post, in bold:

“Black Market:
Steve will give Jay his Ring of Abe
Jay will give Steve his Wand of Sargent”

And then the other person must post the same. Once both players have posted it, the trade is made as that turn (as soon as I can process it), and may be used in combat or actions later that day. Objects cannot be traded more than once per day. You do not have to be in the same room to trade and trading does not require an action.

You may also trade a service for gold or an item. In order to trade a service, you must be in the same room, and then use the same post as above. For example:

“Black Market:
Steve will use Cure Light Wounds on Jay
Jay will give Steve 25 gold”

Just remember you have to be in the same room when you trade services, but not items. Any service conceivably useful to another can be sold. If you are a scout in a room with another player who has a small chest they carry with them that is locked, you could sell your services as a lockpicker extraordinaire, an Artificer could sell the ability to automatically identify your item(s) for a price, a Paladin or Mage could cast Detect magic for you, and so forth.

Note that you CAN exchange services and goods even if you are paralyzed, petrified, and so forth. If someone nasty has turn you to stone, you can negotiate for that nice cleric or person with a Turn Stone to Flesh Scroll to help you.


Actions:


These are the actions you can choose.


Sleep - This can only be chosen at night. Most characters will choose this most nights, although Sis’Sharr can operate every other night, giving them a lot more actions available to them. All players must sleep during the night phase unless they are Sis’Sharr or have an item that allows them to act. It is assumed that all players are sleeping in the Night Action, unless they say otherwise. No pm needed for that. That means most players can ignore the Night Action phase.

Search - This action searches for hidden doors, traps and other secret goodies. Although all characters can take this action, some are going to be better than others based on race, class, items, and spell selection. If you know spells, such as Detect Evil or Detect Magic, they will be used automatically as part of your search. If you have an item which does so, you will need to tell me that you are using them when you pm me your search.

Pick Locks - This action can only be taken by Scouts. It will attempt to pick a lock on a chest or door.

Disarm Traps - This action can only be taken by Scouts. It will attempt to disarm a trap. Higher level thieves will instead try to dissemble traps where appropriate.

Set Traps - This action can only be taken by Scouts, and only when they have at least one trap in their inventory. Select the trap you want to set. It could hit a player….

Trigger Trap - If a non-Scout finds a trap, they can trigger the trap to set it off, and then access the area, door, chest, or whatever is trapped. Since you do not know anything about traps, you are likely to hit yourself, and who knows what will happen. Not for the fearful of heart.

Bash Object - If you are a non-Scout, you can try to open a door or chest by bashing it. You may take some damage, it will be very noisy, and you may break some items inside chests.

Use Object - Some items give you an option for an action. Some objects may duplicate actions (such as a Wand of Lock Picking) and others may give you a unique action. The object description will tell you what is what.

Investigate Item - You spend your time investigating an item, trying to find clues about it. You will wield a sword, wear a ring, look for runes, taste a potion, try to use a wand and wave your hands in an attempt to discover what the item does. At the end of this action, you may know if an item is magical, and if you are lucky, what properties it has. Choose what item you would like to investigate when you take this action.

Cast Spell - A variety of spells read that they must or can be used as actions. You may cast one as your action for the phase.

Room Actions - You may get options based on the room you enter. Perhaps there is a fountain. Would you like to drink from it? Perhaps there is a chair. Would you like to sit in it?

Go to Djinni Sale - This action may only be chosen during the Afternoon every even numbered day. Tell me in the pm if you’d like to sell and/or buy and what items interest you.


Food:

You begin the game with five days worth of rations. During the game will automatically consume one ration during the movement phase (except for Sis‘Sharr who do not need to eat). You will have to find more food during the course of the game, or buy some from the Djinni Sale. If you ever run out of food, your character will be paralyzed until the next Djinni Sale, at which point you must buy food from the Djinnis and then you can begin adventuring again.
__________________
Check out my two current weekly Magic columns!

https://www.coolstuffinc.com/a/?action=search&page=1&author[]=Abe%20Sargent

Last edited by Abe Sargent : 02-08-2009 at 02:00 PM.
Abe Sargent is offline   Reply With Quote