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Players start anywhere within the Guild's threads, deciding to take a stroll and tour of its facilities or just drinking your worries and pressures away in its pub area. After that's done, you can decide to head over to the reception desk and register to become a member of the guild. Congratulations! You are on your way to greatness and riches,
keep in mind death, stolen goods, and injuries suffered during the course of a quest are not within the liability of the guild. Now onwards!
In order to gain entry into the Adventurer’s Guild, an
Entry Fee of 50 gold is needed. Then you will be issued your first identification Tag, with the letter H on it. Loss or Damage to the tag will result in a fine of
100 gold which includes a replacement. While the profession of an adventurer may have been glamorous, even heroic, the administration structure is very strict and specific to certain standards and rules that adventurers must adhere to. Quests have certain criteria and categories placed on them for ease of comprehension.
These are;
Unsanctioned Jobs: The work given to adventurers are directly provided by the Adventurer's Guild, where the content and difficulty of the tasks were thoroughly investigated beforehand. Only the ones that are deemed suitable are assigned to adventurers that have the corresponding rank as the difficulty of the task. Jobs that might endanger the safety of the public, break the law, or damage the ecological balance, are instantly rejected by the Adventurer’s Guild.
Gathering and Fetch Quests: These are quests mostly adhering to pickup and delivery. They are abundant since Dene has a lack and shortage of couriers within its walls. Most of these quests can be found and classified within the lower ranking quests, designed to be low risk and less lucrative than other quests.
Subjugation Quests: The most common and abundant request for veteran and experienced adventurers. Ranging from Livestock thinning to Orc exterminations. As long as people caught wind of something they don't like they panic and immediately request for the cleansing or cutting of external forces in hope to prevent further catastrophes.
Escorts or Protection Quests: Being a body guard to a certain individual for an appropriate amount of time is also common to be seen int he quest boards. Some even require adventures to travel from a city to the next, which will take days.
Investigation and Mapping Quests: Individuals who wishes to have someone or something investigated while making themselves anonymous to the suspect in question. However aside from those kinds of requests there are also a different sort pertaining to this category; Similiar to Escort quests, these are mostly likely also known as expeditions. Adventurers are hired by scholars, scientists or just treasure seekers to escort them safely to unknown ruins and unlike Escort mission where the job is done by then, the adventurer's are also hired to explore the ruins.
Political: Ever since the creation of the Adventurer's Guild, its motto has been to defend humanity from external threats. So there is an unofficial rule that the Guilds would never take part in inter-human conflicts. If not, the Guilds couldn't co-operate with each other in different countries. Those who failed to follow these rules faced penalties by the Guild. Punishments ranges from issuing a simple warning to being blacklisted from all requests and in the worst-case scenario, expulsion from the Adventurer's Guild. However, this rule seems to be ignored most of the time due to bribes and threats.
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So how does quests work gameplay wise? |
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Do you have to make a new thread every single time when one player avails a quest? |
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The game focuses more on player's being an adventurer and the plots and stories revolving around a adventurer's life. So we won't waste hundreds of posts learning about this selfish duke that had enslaved the people and you and your team took hundreds of posts questioning each villager and scouring the lands for clues on how to bring this duke down. There won't be anything like that.
What will happen will be a series of challenges provided to as a player and it is you and your team's choices given at bullet points and summarize effects to see what will the final outcome of the quest will be. Ex;
Player 1 Took the quests about killing 3 goblins. then as the GM I will be sending you a summarized plot event for when the quest starts-
quote:
Took you 2 days to reach the area where the goblins were spotted. Roll perception check to see if you find them. (Then an expedited battle will ensue, normal 5e system with initiative turns) Once the last of the goblin feel to your blade, you took their ears as proof went back to the guild. It took you only 1 day to get back since you didnt need rest and you were already familiar with thy way. You gain 3 goblin ears.
As you can see from the example above, it is simplified and quick. Don't get me wrong, not all quests are like this, higher ranking and more complicated quests may even be as long as a campaign itself when players reach that far.
However most quests from the start wont be as complicated as anything you glean from. That would mean there won't be any quests that will be as lengthy as a campaign itself. So most quests/requests will be expedited within a certain battle or 'rp challenges' to complete quests. There maybe super special quests that can reach the length of a normal campaign (subjugating a tyrant city, or eliminating a lich) but those will be reserved for higher level players or high ranked individuals. So players must climb the ladder to get to better quests since the complete purpose of the game is to increase rank and popularity within the establishment.
How do the days and passage of time work? For example, I go on a quests and I come back 3 days later but the people in the pub are still rping in the same day.
That can be an issue, however I will be using the Downtime system in Unearth Arcana to mitigate discrepancies. The downtime system allows characters to pursue long-term activities between game sessions. So there will be constant time-jumps to pursue a less confusing narrative. Time jump will only happen once a certain amount of player have returned from a quest, so not a huge amount of players staying in the pub will be affected.
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How does leveling/ranking work? |
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EXP is separate to your REP. REP stands for Reputation points and that will influence how far you have come around in being an adventurer in the guild. EXP is your character's level, and the experience he/she gains from fighting monsters, completing quests and solving problems. Exp will be given after every quests or battle. The amount of points given are dependent of enemies defeated, checks and problems solved within the quest. So points vary. Exp is also shared even from the total amount received on a quest should a party consists of more than 1 person.
Rep is earned based solely on completed quests, requests from the establishment itself or making good connections within the society mostly within the guild's circle (Ex; Befriending or ass-kissing the guild master.) earn enough Rep and you are eligible to take a test and should you succeed, you'll rank up. This is the list of requirements, needed to rank up;
Rank H: 50 gold
Rank G: 10 REP
Rank F: 30 REP
Rank E: 60 REP
Rank D: 110 REP
Rank C: 200 REP
Rank B: 400 REP
Rank A: 900 REP
Rank S: 5000 REP
Take note: Some ranks have hidden requirements needed to be able to qualify for a rank up (
Example; leaning a skill, doing a heroic deed, making a name for yourself, etc)
Ranking Up Process |
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When ranking up to the next level, there would be a specific test that needs to be passed. Every test is different based on what rank that character will be promoted to, and thus a certain difficulty comes with it. Failing the test would mean that they would have to pay the entrance fee again and take the same test from the top. |
As stated, each test costs gold to participate in. This is a way for the adventurer's guild to earn their keep and to evaluate the adventurers on their earnings. The fee is like a test in of itself, since an adventurer that goes bankrupt cannot hope to achieve greater heights and one does not just become a high ranked individual without maintaining a semblance of wealth.
Exam Fees:
Rank G: 100 Gold
Rank F: 300 Gold
Rank E: 1,500 Gold
Rank D: 5,000 Gold
Rank C: 12,000 Gold
Rank B: 65,000 Gold
Rank A: 100,000 Gold
Rank S: Unknown
Important: Once a Rank-Up has been established, I will look through all your achievements in the game. Most specifically things that your character made that have impacted the lives and hearts of an individual, city, organization, or just rumors in generally. All your quests will be noted as well, failed and the successful ones. These will earn you qualification to earn
Titles
Titles can be earned once each time by ranking up, you can view titles as
Feats or Boons. When ranking up, you will get a selection of titles to choose from, however the titles that are available for selection will only be limited to what achievements you made during your previous rank.
(Ex; Player only completed quests all throughout his H career, didn't talk to anyone or even wasted time to do any casual down-times. The player would only then be able to choose from the titles: The Loner, The efficient, The up and comer. Choices would be a lot more varying had the player done more.)
Just because you gain REP faster than EXP doesnt mean level corresponds to 'qualification' in ranking. If I was gonna give these things a mechanical comparison, it would be something like this. And this wouldn't be quite accurate as well:
S: recommended for levels 30+
A: recommended for levels 18-20
B: recommended for levels 15-18
C: recommended for levels 12-15
D: recommended for levels 10-12
E: recommended for levels 8-10
F: recommended for levels 6-8
G: recommended for levels 4-6
H: recommended for levels 2-4
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Interacting with NPCs |
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Favor Meter |
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Favor meters are hidden values on every NPCs to the lowest unnamed soul to the most prominent. These favors will keep track of how much impact you have made into an NPCs personal life. The numbers are hidden so there is no way to actually measure how much an npc thinks of you. However I'll be placing some number here for everyone to understand how it works on my end behind the scene, which in turn will give players an idea how to handle RPs moving forward.
Keep in mind, NPCs that are seemingly important or somewhat half of that value, have their unique favor meter. They aren't obvious, but they are out there. Common or mundance npcs can even turn them important if you interact with them a lot and gets woven into your story arc. Asking their name would immediately turn them into a named NPC.
[This will be more work for me. I'm rethinking whether I should post and continue writing this info panel now.]
- 6 Nemesis
- 5 Hostile
- 4 Despised
- 3 Hated
- 2 Dishonored
- 1 Cautious
0 Neutral
+ 1 Tolerated
+ 2 Acquaintance
+ 3 Familiar
+ 4 Friendly
+ 5 Honored
+ 6 Revered
Favors aren't just limited to individual NPCs, factions as a whole has their own Favor meter aswell. For example; you have +1 favor as whole in the 'Adventurer's Guild' faction due to helping out at a certain event without asking for anything in return, now that +1 gain may only effect some staff members, and non essentials, within that faction, you'll have to earn favors from
named individuals like Fontana, other adventurer NPCs having her own favor counter, etc.
This list here is only the very basic list, most of you know and the public have knowledge of, hidden organizations needs to be discovered on your own through connections, happenstance, or pure luck (or lack of).
A large organization like a guild has a smaller group within them. For example, in the adventurer's guild, you could say a famous party of NPCs consisting of Rank Bs, have their own Favor meter. You can either choose to put favor in the guild as a whole, getting an overall improvement on staff members which is less significant than opting to put influence points into a speciic team of NPCs or a fairly famous individual, like Fontana.
Of-course the prerequisite for you to be able to points in these specific people, has to be that you know them, and are in talking terms with them. Another example would be, the merchant's guild, consisting of different shops, and those shops have also their own Favor meter. And as a Shop with having their own favor meter, the owner and employees of the shop also has their own favor meter.
~More will be added as people explore more of the world~
Adventurer's Guild
Merchant's Guild
Smith's Guild
Craft's Guild
Seafarer's Guild
Thief's Guild (Only when applicable due to your narrative, ie; if you have met them, has a criminal background)
Shadow's Guild (Only when applicable due to your narrative, ie; if you have met them, has a criminal background)
Assassin's Guild (Only when applicable due to your narrative, ie; if you have met them, has a criminal background)
Pirates (Only when applicable due to your narrative, ie; if you have met them, has a criminal background)
The Academy (Only when applicable due to your narrative, ie; if you have met them)
Cults (Only when applicable due to your narrative, ie; befriended a few)
Nobles (If you know a specific house or family, they have their own favor meter)
The Council/Government
Criminals/Underground Network
Commoners
Religious Sects