Here at WotRT we've attempted at duplicating that feel by sending you on these quests or adventures. You'll be given a specific amount of time that you have to perform actions, and you, as a House or team, will decide what you'd like to do. You'll have a "Quest Master" that will be in charge and not only keep everything in check and realistic, but also be your guide and offer some amount of help along the way.
How to Play:
Spoiler
1. First is to select the Quest or Adventure that you'd like to go on. Some are up for grabs, others auction and still others are given as a promotional item to specific Houses. Look over the introduction, requirements, objectives and rewards to see if it's actually something that you'd like to do, or even a quest that you're House will be able to complete.
2. Once you've been accepted for a quest you'll be given the part of the story that goes along with it. Read it, because some of the information in there might be important for you to know in order to complete the quest.
3. When you're ready to embark, your Quest Master will give you a specific time period, known as a "Cycle" in which you will be able to complete specific actions, which can include walking, running, taking a swim, eating food at the local tavern, chopping down a tree or practically anything else that your mind can conjure up which would be beneficial to your objective. (Keep in mind that you're given a specific time requirement for each Quest, and anytime spent diverting from the main objective will take away from the rewards that you gain at the end. So try to complete everything as quickly and efficiently as possible.)
4. Counsel with your House or Team members as to what each member should do during the prescribed Cycle. (Remember that the Cycle is a period of time in the story, which means if the Cycle is 3 hours long, then you're planning for 3 hours. But the time given to do such planning varies depending on the QM. If they tell you that there's 10 hours, then you have 10 hours to plan for 3 hours and come to a decision.) You may split up, go different directions, team up to perform a large task or just kill all of your teammates and hope you get all the glory for yourself. Whatever you decide. You'll then inform the Quest Master of your decision and what each member will be doing during that period of time. (But also beware because counseling for to long will result in time passing, which means that you'll have less time to complete the objective.)
5. The Quest Master has all power, and in the style of classic RPGs, also has the right to tell you that something cannot be done. If you decided that one of you is going to leap across a chasm, the QM would decide whether or not you have the strength, agility and speed to do such a thing. If not, then you'll die trying, and it might be the end of your Quest. After evaluating your decisions, the QM will inform your team what happened as a result. If you attempted to chop a tree, he might say that you got halfway, but now your ax is dull and further chopping will take twice as long to complete. He might decide that as you run through the forest you're suddenly ambushed by a roving band of highwaymen who are attempting to steal your valuable items. Anything is possible, so be ready.
6. The QM will decide how long each Cycle will be, which can be anywhere from a week, to just a few minutes. The RPG feel is that it will go from Cycle to Cycle, all the way up to the point of the Quest or Adventure's conclusion where you slay the Dragon or rescue the Princess.
7. The final Cycle is where it all comes down to whether or not you have successfully prepared for what is to come. If you're going to slay the Dragon, then you definitely need some sort of plan to bring the beast down. If you're entering the goblins lair, you have to have some way to keep quiet and not alert them to your presence. The QM has final say in what takes place. If you are successful, then you gain the rewards. If you fail, some reward will still be given, and you'll have the option of restarting the Quest or Adventure to try again. Sometimes there will be a checkpoint. Penalties will be given for failing to complete the objective once you've come back for a retry, but it may still be worth it because of the progression you can gain.
8. Each Quest or Adventure has pre-decided rewards that go with it, including points of Notoriety (NTY,) which can be spent to buy Upgrades for your House; Influence (INF) points that just raise your Influence; specific items or supplies; and a Badge that will be displayed in your House. Also bragging rights.
2. Once you've been accepted for a quest you'll be given the part of the story that goes along with it. Read it, because some of the information in there might be important for you to know in order to complete the quest.
3. When you're ready to embark, your Quest Master will give you a specific time period, known as a "Cycle" in which you will be able to complete specific actions, which can include walking, running, taking a swim, eating food at the local tavern, chopping down a tree or practically anything else that your mind can conjure up which would be beneficial to your objective. (Keep in mind that you're given a specific time requirement for each Quest, and anytime spent diverting from the main objective will take away from the rewards that you gain at the end. So try to complete everything as quickly and efficiently as possible.)
4. Counsel with your House or Team members as to what each member should do during the prescribed Cycle. (Remember that the Cycle is a period of time in the story, which means if the Cycle is 3 hours long, then you're planning for 3 hours. But the time given to do such planning varies depending on the QM. If they tell you that there's 10 hours, then you have 10 hours to plan for 3 hours and come to a decision.) You may split up, go different directions, team up to perform a large task or just kill all of your teammates and hope you get all the glory for yourself. Whatever you decide. You'll then inform the Quest Master of your decision and what each member will be doing during that period of time. (But also beware because counseling for to long will result in time passing, which means that you'll have less time to complete the objective.)
5. The Quest Master has all power, and in the style of classic RPGs, also has the right to tell you that something cannot be done. If you decided that one of you is going to leap across a chasm, the QM would decide whether or not you have the strength, agility and speed to do such a thing. If not, then you'll die trying, and it might be the end of your Quest. After evaluating your decisions, the QM will inform your team what happened as a result. If you attempted to chop a tree, he might say that you got halfway, but now your ax is dull and further chopping will take twice as long to complete. He might decide that as you run through the forest you're suddenly ambushed by a roving band of highwaymen who are attempting to steal your valuable items. Anything is possible, so be ready.
6. The QM will decide how long each Cycle will be, which can be anywhere from a week, to just a few minutes. The RPG feel is that it will go from Cycle to Cycle, all the way up to the point of the Quest or Adventure's conclusion where you slay the Dragon or rescue the Princess.
7. The final Cycle is where it all comes down to whether or not you have successfully prepared for what is to come. If you're going to slay the Dragon, then you definitely need some sort of plan to bring the beast down. If you're entering the goblins lair, you have to have some way to keep quiet and not alert them to your presence. The QM has final say in what takes place. If you are successful, then you gain the rewards. If you fail, some reward will still be given, and you'll have the option of restarting the Quest or Adventure to try again. Sometimes there will be a checkpoint. Penalties will be given for failing to complete the objective once you've come back for a retry, but it may still be worth it because of the progression you can gain.
8. Each Quest or Adventure has pre-decided rewards that go with it, including points of Notoriety (NTY,) which can be spent to buy Upgrades for your House; Influence (INF) points that just raise your Influence; specific items or supplies; and a Badge that will be displayed in your House. Also bragging rights.
FAQ:
1. What happens if I get injured, or die?
Spoiler
Injury and death are highly likely to occur, which means that you have to be ready to take anything into account, and react accordingly. If you're inured, then depending on your type and level of injury, you may not be able to walk or perform other tasks. Your friends may have to stop to help you or even save your life. If death comes your way, then you're automatically removed from that specific Quest and can't restart unless your entire team has decided to do the same, or died themselves. There are penalties for a team dying, but as long as one is still alive to complete the objective, the entire team will be "resurrected" at the end and reserve the full reward.
Tips and tricks:
Spoiler
1. Try to multi-task. Don't get caught up thinking in a linear direction, treat your Quest or Adventure like real life. You can literally do anything you want, as long as it's in the bounds of reality and your capabilities, so try to do that. If you want to walk and talk, that's fine, so don't just sit around discussing what to do, and then go and do it.
2. Don't attempt to do anything that you wouldn't think capable in a realistic situation, (unless you absolutely have to,) because the QM will either decline your proposal, or let you do it and suffer the consequences. Saying that you sacrifice yourself in a blood ritual to summon a demon that will eat the dragon is probably not the best course of action, as your QM might just reply, "P1 stabs himself, and bleeds to death. Dragon eats P1."
2. Don't attempt to do anything that you wouldn't think capable in a realistic situation, (unless you absolutely have to,) because the QM will either decline your proposal, or let you do it and suffer the consequences. Saying that you sacrifice yourself in a blood ritual to summon a demon that will eat the dragon is probably not the best course of action, as your QM might just reply, "P1 stabs himself, and bleeds to death. Dragon eats P1."
