RolePlay onLine RPoL Logo

, welcome to Dwarf Fortress: Stewards of the Deep

18:42, 19th April 2024 (GMT+0)

Game Rules [READ FIRST]

Posted by GM BashFor group 0
GM Bash
GM, 2 posts
Sun 24 Jan 2021
at 04:23
  • msg #1

Game Rules [READ FIRST]

ETIQUETTE & COMMON SENSE

♦ Try to be kind and considerate to your fellow players. If you have any problems that are ruining the game for you, bring the issue to me before starting conflicts with other players. If you consistently stir the drama pot, you will be removed from the game.

♦ No godmodding. It goes without saying, you can only control the thoughts, voice and actions of your own character. Of course, if you have another player's explicit consent, you may control their character in your posts.

ACTIVITY

♦ Try to post at least once per week. If you cannot maintain this pace for any reason, please send me a message to let me know you're still alive.

CONFLICT RESOLUTION

♦ As it states in the game information, this will be a largely free-form RPG. That means that roughly 95% or more of gameplay will be narrative-based and focused on character-building, relationship-building, world-building, and the stories that we tell together.

♦ Having said that, there will be situations when random chance must be observed while resolving a conflict. I feel that a very rules-lite approach is best when resolving these types of conflicts. Your character's Class/Role will determine what activities you are the most (and least) skilled at. I ask that you use common sense when ascertaining your character's strengths and weaknesses. A MARSHALL will not be as capable of finding knowledge in 300-year-old scrolls as a HIGH PRIEST would be. And a SPYMASTER will know more about sabotaging a rival Dwarf's distillery than a STEWARD.

♦ If you feel like your character is approaching such an encounter, end your post with a note to the GM. In the note, explain what your character wishes to do and why it may require a skill check. I will take your character's skills into consideration, establish a Difficulty Rating, and then let the dice decide everyone's fate.

OVERVIEW OF CLASSES/ROLES
♦ The CHANCELLOR is an officer in charge of matters of diplomacy between neighboring allies, as well as negotiations with neutral parties and hostile threats. Chancellors are widely considered to be the most senior officers in a fortress.

♦ The MARSHALL is an officer in charge of the security of the fortress, overseeing the schedules and operations of the hearth-guards, the warbands, and all standing armies. Marshalls will often preside over matters of criminal justice and punishment.

♦ The STEWARD is an officer in charge of collecting taxes and overseeing the fortress treasury, census and demesne. A fortress's demesne (domain) is the sum of all of its holdings, including coins, bars, buildings, statues, casks of wine, bins of finished goods, and the herd of cows grazing all the way up on the surface. Everything is accounted for by a Steward.

♦ The SPYMASTER is an officer in charge of clandestine operations: espionage, sabotage, assassination, burglary, and the other countless illicit activities of the vast Dwarven criminal underground. While they aren't easy to trust, a Spymaster is critical to one's survival in the (quite literally) cutthroat spheres of Dwarven politics.

♦ The HIGH PRIEST is an officer in charge of religious ceremonies, the creation and preservation of historical codices, and the foremost experts in Dwarven culture and tradition. Though stubborn and materialistic, Dwarves are fiercely proud of their time-honored traditions and often lean towards superstition. This makes a High Priest a very powerful figure among the common, unwashed masses.
This message was last edited by the GM at 05:49, Sun 24 Jan 2021.
Sign In