ZacksQuest
Indiscriminate Quest Taker
Infernal Intervention
WE ARE NOT DEAD HERE, MOST OF OUR OOC NOW TAKES PLACE ON DISCORD.
IF YOU'RE INTERESTED IN LEARNING MORE ABOUT THE RP OR BEING AN ACTIVE PART IN IT JOIN OUR DISCORD HERE: Discord - Free voice and text chat for gamers
This is the OOC page for both current players and people interested in the RP to talk, discuss plans, figure out how their characters would get along, and all that good stuff. The IC has only just begun and the first mission hasn't gotten off the ground yet, but the absolute basic structure is the team selects a mission, investigates or infiltrates, and then completes whatever objectives they need to accomplish. Once factions start getting pissed off or tensions begin growing and old associates of characters come into the fray, or the balance of power is shaky enough for a crisis-level emergency, a full story arc is going to commence. The team currently consists of 7 out of a total of 10 people, and I could not be more proud of this actually getting off the ground. Here are some basic ground rules for everyone involved and some strategies on taking out threats in missions.
The IC RulesThese ones are subject to be altered depending on how the overall group feels about them. I am comfortable with whatever system will make a compelling and fun story to take part in and an equally fun setting to expand on.
How To Tackle A MissionOftentimes, even the mid-tier missions are going to feel daunting and potentially unbeatable. There are going to be wide swaths of security, magical countermeasures, traps, spies, surveillance, powerful opponents, and generally speaking the instigator of an incident or the instigator's champion/superweapon/patron god/etc. is going to feel on the surface to have powers that are best described as phenomenally broken.
They are only written as such on a surface level to encourage teamwork, tactics, and an analytical sense when it comes to missions. Every seemingly impossible boss with a broken power is going to have several loopholes. Round-the-clock security will have workarounds. You can and will cheese your way through the magical countermeasures. It all requires the right amount of investigation, prior knowledge, and the use of teamwork and clever use of your own skills.
If need be, split your team up into different groups and cover more territory and work on separate objectives. Plan what group does what based on their magical and non-magical skills and what their build is. If someone is analytical, have them investigate and gather intelligence. If someone's expertly stealthy, send them to do recon or perform important tasks that couldn't be reached any other way. If someone is socially skilled, send them to negotiate, distract, or interrogate people. And if someone's strength is combat, send them in when there's no other option left but to fight and fight well.
Generally speaking, there will be more than one path to follow no matter what. Whether it's during the initial investigation, the later points in the mission, or the final confrontation, there are going to be several ways to figure it out. When it comes to how something operates, if you find a loophole in how that power, that countermeasure, or that setup functions, then use it to your advantage and find a way to exploit it to victory. No way is too cheap, and as long as the team plans it out and give a pretty good argument for it working, it's most likely going to partially work even if it doesn't finish the job.
If you're infiltrating for any reason, prioritize the things that will be the simplest to perform without getting noticed first, and then work your way up from there. Do this especially if it's a search and rescue or weapon sabotage mission, or any situation could mean not only that you've severely risked the other objectives not getting completed, but also potentially put lives in jeopardy.
At the same time, look at how the operation itself functions. Sometimes the best way to finish the job is to cut off the means by which the people responsible are doing whatever is requiring the Intervention Team's action. Sometimes stopping the means won't do anything to stop further damage and the first order of business is to stop the instigator and tear the plot out from the root. Sometimes just preventing the catastrophe is first and foremost and taking out the means and the mastermind are secondary if possible at all.
You can leave a mission without apprehending the ones responsible or without all of the weapons and artifacts you've found in holding. This is pretty much bound to happen. Yes, you've made yourself an enemy and it's most likely going to come back and bite you, but do not sweat the details so long as you've accomplished your mission. If they come back, they're setting themselves up for you to finally tie up those loose ends.
That's the basics on how to tackle a mission. Everybody has to work together and figure out what they need to do to complete their missions. Larger events or more personal events, like giant crisis-level missions, large multi-mission story arcs, and character-centric story arcs, are a different matter and will maybe get a guide of their own later.
WE ARE NOT DEAD HERE, MOST OF OUR OOC NOW TAKES PLACE ON DISCORD.
IF YOU'RE INTERESTED IN LEARNING MORE ABOUT THE RP OR BEING AN ACTIVE PART IN IT JOIN OUR DISCORD HERE: Discord - Free voice and text chat for gamers
This is the OOC page for both current players and people interested in the RP to talk, discuss plans, figure out how their characters would get along, and all that good stuff. The IC has only just begun and the first mission hasn't gotten off the ground yet, but the absolute basic structure is the team selects a mission, investigates or infiltrates, and then completes whatever objectives they need to accomplish. Once factions start getting pissed off or tensions begin growing and old associates of characters come into the fray, or the balance of power is shaky enough for a crisis-level emergency, a full story arc is going to commence. The team currently consists of 7 out of a total of 10 people, and I could not be more proud of this actually getting off the ground. Here are some basic ground rules for everyone involved and some strategies on taking out threats in missions.
The IC RulesThese ones are subject to be altered depending on how the overall group feels about them. I am comfortable with whatever system will make a compelling and fun story to take part in and an equally fun setting to expand on.
- Rule 1: Use your posts to push a story forward. I really do not care about the post length, as long as it's a couple decent sized paragraphs and the grammar is good we're all fine on that front, but do your best to forward the story in a meaningful way. Generally speaking, the shorter your post is, the better written and bigger leap forward I expect it to be.
- Rule 2: I am similarly relaxed about post order. There can absolutely be a set post order if you all really want one, but all I ask for is that after you make a post, you wait either six hours or until everyone's had a go-around. That means if someone's radio silent for six hours, the story can continue, and conversely that means if every member of the team is currently active and operating at Stephen King on crack levels of productivity, you might be able to conceivably write another post within thirty minutes. The exception to this is in the time between missions, when you can play off of each other instantly after another post.
- Rule 3: Let me know if you won't be able to post for a while or if you are leaving the RP. Lack of communication is what kills a lot of RPs and I really don't want this one to die.
- Rule 4: Godmodding and metagaming are not well tolerated. There's a reason why I asked characters with powerful abilities to put limitations on them, and it's mainly because the team dynamic is important and each individual member of it deserves a chance to shine. Every character who wants their past drudged up during a storyline is going to have it happen, every character can undergo their own character arcs, and everyone is going to have their moment to shine and their place on the team for each mission.
- Rule 5: Talk to both your teammates and to me OOC. Talk about strategy. Talk about what you want to have happen in the mission or within the next few missions. Talk about how your characters would and wouldn't get along with each other. Communication is key especially in this tactical team-based RP. Decide, as a team, what you want to do. Talk about the things you want to do IC and figure out how to get that done. Talk to me, specifically, when you want something that involves the introduction of NPCs, certain mission-changing events that need to be made by the GM, or anything else you're on the fence about.
- Rule 6: Put some indication on where you are and what you're doing at the top of your posts during missions or in some kind of sidebar. Really just stick all of the relevant information needed to coordinate your operations on missions- how you're holding up physically, what you're trying to accomplish at the moment, what other characters you're with, what items you have, etc. Having that information off to the side helps when there are ten different characters all trying to do different tasks to reach the same goals.
- Rule 7: Outside of these few rules, work together to develop your own as far as IC goes. I don't try to enforce too many rules myself because I feel like it throttles a world I want to feel open and inviting enough for people to want to expand on it, so work together as a team to come up with your own IC rules. I'll only set new rules in stone if there's any kind of problems that rise because of it.
How To Tackle A MissionOftentimes, even the mid-tier missions are going to feel daunting and potentially unbeatable. There are going to be wide swaths of security, magical countermeasures, traps, spies, surveillance, powerful opponents, and generally speaking the instigator of an incident or the instigator's champion/superweapon/patron god/etc. is going to feel on the surface to have powers that are best described as phenomenally broken.
They are only written as such on a surface level to encourage teamwork, tactics, and an analytical sense when it comes to missions. Every seemingly impossible boss with a broken power is going to have several loopholes. Round-the-clock security will have workarounds. You can and will cheese your way through the magical countermeasures. It all requires the right amount of investigation, prior knowledge, and the use of teamwork and clever use of your own skills.
If need be, split your team up into different groups and cover more territory and work on separate objectives. Plan what group does what based on their magical and non-magical skills and what their build is. If someone is analytical, have them investigate and gather intelligence. If someone's expertly stealthy, send them to do recon or perform important tasks that couldn't be reached any other way. If someone is socially skilled, send them to negotiate, distract, or interrogate people. And if someone's strength is combat, send them in when there's no other option left but to fight and fight well.
Generally speaking, there will be more than one path to follow no matter what. Whether it's during the initial investigation, the later points in the mission, or the final confrontation, there are going to be several ways to figure it out. When it comes to how something operates, if you find a loophole in how that power, that countermeasure, or that setup functions, then use it to your advantage and find a way to exploit it to victory. No way is too cheap, and as long as the team plans it out and give a pretty good argument for it working, it's most likely going to partially work even if it doesn't finish the job.
If you're infiltrating for any reason, prioritize the things that will be the simplest to perform without getting noticed first, and then work your way up from there. Do this especially if it's a search and rescue or weapon sabotage mission, or any situation could mean not only that you've severely risked the other objectives not getting completed, but also potentially put lives in jeopardy.
At the same time, look at how the operation itself functions. Sometimes the best way to finish the job is to cut off the means by which the people responsible are doing whatever is requiring the Intervention Team's action. Sometimes stopping the means won't do anything to stop further damage and the first order of business is to stop the instigator and tear the plot out from the root. Sometimes just preventing the catastrophe is first and foremost and taking out the means and the mastermind are secondary if possible at all.
You can leave a mission without apprehending the ones responsible or without all of the weapons and artifacts you've found in holding. This is pretty much bound to happen. Yes, you've made yourself an enemy and it's most likely going to come back and bite you, but do not sweat the details so long as you've accomplished your mission. If they come back, they're setting themselves up for you to finally tie up those loose ends.
That's the basics on how to tackle a mission. Everybody has to work together and figure out what they need to do to complete their missions. Larger events or more personal events, like giant crisis-level missions, large multi-mission story arcs, and character-centric story arcs, are a different matter and will maybe get a guide of their own later.
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