Post by Ari on Feb 22, 2016 22:04:02 GMT
Guide – Immortal Objects: Cities, Safe-Zones, and Breaking Stuff
Canon Differences: Chaos, destruction, and murder…OH MY!
Immortal Objects and Breaking Stuff:
So far there has been a few shout-box discussions and events in threads that have dictated a need for explanation regarding immortal objects in game and the extent that players can influence said objects and the consequences of said influence….
Within canon, all objects digitally rendered by the game…be it chairs, bottles, buildings, and some NPCs are issued with the <immortal object> label…thus if a player attempts to hit or destroy said object, a purple aura will appear around the object with no damage applied to either the object or the player…
To me and the other GM’s this is NO FUN! So this is a major area in which our humble board differs from canon…namely if you feel that an object needs to be broken to illustrate a scene for your character (such as anger, destruction, sadness) you can go ahead and destroy it…if you want to break a chair over someone’s neck or throw a bottle in a bar fight...You are clear to do so…Shatter a plate on the floor? Go ahead…
However, there is a few exceptions to this and there are consequences to this as well…If an object is deemed essential by the cardinal system: things like teleportation gates, quest objects, NPC Shops, quest essential items, Quest NPC’s, Merchant NPCS’s…These will be marked with the infamous <Immortal Object> tag and be unable to be destroyed. Additionally you are limited by the scope of what you can do as well…Destroying a wooden dresser may be possible, setting fire to a building would depend on the relevance of said building (if it is purposeless with no quest/vital NPCs occupying it)…However, doing major damage to a city/quest-area is completely impossible since it damages other players ability to operate within the area/game.
Now for the objects you can destroy, the system will have ways to defend itself against wanton destruction. If a player were to have a very large violent streak, they may declare a systematic genocide against all ceramic pots in the game (Link fans anyone?!?)…That player may find him/herself the subject of a quest dictated by the cardinal system to hunt them down and force them to atone for their crimes against the non-player elements of the system.
Now for illustration purposes the items will digitally fade away when it is destroyed much like a hostile NPC or fallen PC…Thus if you shatter a bottle, your character will hear the crash of the glass against a surface, and see the glass break and scatter…this scene will linger for a bit, and then the images will disappear like it never happened.
Safe zones:
For the second topic is of a particular note due to the city quests and events that this board has had recently, namely the use of urban settings for our threads and events being moot due to canon cities being considered to be safe zones…Again, this is a major difference between us and canon worthy of further exploration and informative discussion.
Cities overwhelmingly, for this boards purposes are in-fact safe zones (Pk’er cannot kill you there)…Thus, you cannot just walk into a bar and stab people at your leisure (not matter how much fun that may be) however there is two exceptions to this rule:
1. GM ran events: During GM ran events the whole city, just for that event thread, is given a total exception to this rule because city/urban events are fun to play and run for all persons involved. However, in accepting a place in said event you are knowingly and willingly giving up your ability call “SAFEZONE” in this setting, you leave yourself up to the crafty imagination of your friendly (and perhaps a tad bit evil) GMs. Additionally, in these events a city becoming hostile is usually declared so for some specific purpose that is explained in the setting and context of the thread, the best example of this being a riot on Tolbana.
2. Quest areas: Like any other quest area (plains, black forest, dungeon) cities have their own quest areas too…Strange churches, temples, hunted inns, noble manors, evil castles, towers, sewers, abandoned warehouses…all begging to be explored and utilized for the player’s gain or detriment. Once a character accepts this urban quest, from then on all elements pertaining to that quest are no longer considered to be safe. So, as a quick example, if you accept a quest to go explore the tower of a noble that has supposedly engaged in a few laboratory experiments regarding dire wolves, you can! However all NPC’s in that tower can and will knowingly attempt to kill you.
I hope this answers quite a few questions and settle some of those many shout-box arguments that we all know and enjoy!
Canon Differences: Chaos, destruction, and murder…OH MY!
Immortal Objects and Breaking Stuff:
So far there has been a few shout-box discussions and events in threads that have dictated a need for explanation regarding immortal objects in game and the extent that players can influence said objects and the consequences of said influence….
Within canon, all objects digitally rendered by the game…be it chairs, bottles, buildings, and some NPCs are issued with the <immortal object> label…thus if a player attempts to hit or destroy said object, a purple aura will appear around the object with no damage applied to either the object or the player…
To me and the other GM’s this is NO FUN! So this is a major area in which our humble board differs from canon…namely if you feel that an object needs to be broken to illustrate a scene for your character (such as anger, destruction, sadness) you can go ahead and destroy it…if you want to break a chair over someone’s neck or throw a bottle in a bar fight...You are clear to do so…Shatter a plate on the floor? Go ahead…
However, there is a few exceptions to this and there are consequences to this as well…If an object is deemed essential by the cardinal system: things like teleportation gates, quest objects, NPC Shops, quest essential items, Quest NPC’s, Merchant NPCS’s…These will be marked with the infamous <Immortal Object> tag and be unable to be destroyed. Additionally you are limited by the scope of what you can do as well…Destroying a wooden dresser may be possible, setting fire to a building would depend on the relevance of said building (if it is purposeless with no quest/vital NPCs occupying it)…However, doing major damage to a city/quest-area is completely impossible since it damages other players ability to operate within the area/game.
Now for the objects you can destroy, the system will have ways to defend itself against wanton destruction. If a player were to have a very large violent streak, they may declare a systematic genocide against all ceramic pots in the game (Link fans anyone?!?)…That player may find him/herself the subject of a quest dictated by the cardinal system to hunt them down and force them to atone for their crimes against the non-player elements of the system.
Now for illustration purposes the items will digitally fade away when it is destroyed much like a hostile NPC or fallen PC…Thus if you shatter a bottle, your character will hear the crash of the glass against a surface, and see the glass break and scatter…this scene will linger for a bit, and then the images will disappear like it never happened.
Safe zones:
For the second topic is of a particular note due to the city quests and events that this board has had recently, namely the use of urban settings for our threads and events being moot due to canon cities being considered to be safe zones…Again, this is a major difference between us and canon worthy of further exploration and informative discussion.
Cities overwhelmingly, for this boards purposes are in-fact safe zones (Pk’er cannot kill you there)…Thus, you cannot just walk into a bar and stab people at your leisure (not matter how much fun that may be) however there is two exceptions to this rule:
1. GM ran events: During GM ran events the whole city, just for that event thread, is given a total exception to this rule because city/urban events are fun to play and run for all persons involved. However, in accepting a place in said event you are knowingly and willingly giving up your ability call “SAFEZONE” in this setting, you leave yourself up to the crafty imagination of your friendly (and perhaps a tad bit evil) GMs. Additionally, in these events a city becoming hostile is usually declared so for some specific purpose that is explained in the setting and context of the thread, the best example of this being a riot on Tolbana.
2. Quest areas: Like any other quest area (plains, black forest, dungeon) cities have their own quest areas too…Strange churches, temples, hunted inns, noble manors, evil castles, towers, sewers, abandoned warehouses…all begging to be explored and utilized for the player’s gain or detriment. Once a character accepts this urban quest, from then on all elements pertaining to that quest are no longer considered to be safe. So, as a quick example, if you accept a quest to go explore the tower of a noble that has supposedly engaged in a few laboratory experiments regarding dire wolves, you can! However all NPC’s in that tower can and will knowingly attempt to kill you.
I hope this answers quite a few questions and settle some of those many shout-box arguments that we all know and enjoy!