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Wasteland has a storytelling branch that aims to provide fun and engaging content for players on the server. Events can also be run by players, sometimes with staff help and sometimes without. In all events, you are expected to treat the scenario with the respect it deserves.
Goofing off in serious events, treating an NPC like they're disposable because they have an NPC tag on their name, or refusing to show any degree of caution or fear in a life-threatening situation will fall under FailRP. Read more about FailRP here.
Repeated lack of fear or respect towards NPCs may put your character at risk for a CK. You will be warned of this in a ticket ahead of time so that you can change up your character's behavior, if desired.
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Wasteland has a robust event system led by passionate Storytellers. Announcements regarding events and different plots will happen in the #Events channel, as well as the NPC Radio. Not all events will be advertised however, and during your time in the server there are many different types of events you may run into while wandering around the server. You will know what type of event they are by the color of the marker.
These are events directly guided by a member of our Storyteller team who will be on the scene and leading the progression of it. This may include NPCs, Environmental Text (The green /env text), or Markers on the ground. You will normally be able to ask questions in OOC if you’re confused. These events can be pre-planned in a ticket (like Faction Events or Donator Events), or you may find yourself suddenly involved in one while out exploring the world!
These are usually long term events that revolve around a set play area designated by a Storyteller, where players server-wide will collectively work towards a common goal. Restrictions may be placed on aspects of the event, but players will be notified ahead of time if so. Some examples of these are attack/defense-based objectives, environmental hazards, and unlockable areas.
These events utilize the in-house Objectives System, allowing players to interact with them directly and at any time after being set up by a Storyteller. These can include anything from a short NPC quest to the ability to teleport to a whole different area/setting.
Similar to Investigation/Worldbuilding events, these events can appear out within the open playable area BUT if you as a player would like to follow it further, you'll be able to submit an Event Inquiry ticket and ping the Storyteller specified in the marker.
These are events that focus on investigation and learning about various lore aspects of the server’s current setting while allowing players to interact organically and at their own pace with them. These can appear anywhere within the open play area. These events do not lead anywhere, acting solely as environmental storytelling for the season.
If you find any White or Grey markers out in the wild, a player requested these exclaims, and thus they are not connected to the event team at all.
How an event works will depend on the type of event, but generally they will use the Dice System and Movement System.
That said, Storytellers are allowed to homebrew their own rulesets and guidelines for an event, which they will inform you of ahead of time in the appropriate ticket, or using Alerts or OOC in game. Each Storyteller has their own style and preferences, so you may find a lot of variety between how each event is run. It may be a lot of info, but don’t panic: You can always ask the storytellers OOCly how you are supposed to proceed.
Storytellers often flit around the map, looking for players to bestow a random event upon. These random events could be NPCs, animals, hordes… you name it. You can signal your interest in receiving a random event by clicking the cogwheel on the chatbox and navigating to Actions > Event Preference. By default, “No Preference” is selected, meaning you may still receive a random event but storytellers may prioritize other players.
If you select “Open to Random Events”, storytellers will be more likely to target you with a random event. There’s no guarantee you’ll receive one, but at least they know you’d be amenable to the idea.
If you are in the middle of some very intense RP and you would rather not be interrupted at this time, you can signal this by selecting “Do not Disturb.” This toggle is temporary and will reset after 4 hours.
In the event of a dangerous event that your character is not prepared for, your character is allowed to flee. You must make an emote of your character fleeing, and physically leave the area. It's a dangerous world, and simply telling the invisible god that you're "not in the mood" isn't sufficient (if you hadn’t put the Do not Disturb toggle on). Fleeing may have consequences for anyone or anything you left behind. If you're not a fighter, you can always work creatively to navigate the situation without violence.
No more than 10 players per guided event without explicit permission.
On rare occasions, important server-wide events will cause the server to reach max capacity and potentially prevent participants and organizers from joining. In these instances, people not participating in the event may be asked to log off. This is not a common occurrence and does not happen lightly.
Donors of the Explorer tier may request one personalized event for their character. This may be something in line with their backstory, their goals moving forward, a traumatic moment to overcome, etc. The event must still fit within the season's lore and be a plausible thing for the character to accomplish.
Factions may receive up to one event per month. The event should be something that progresses the faction's story as a whole. Similar to donor events, faction events must be reasonable and lore-compliant.
Storytellers will workshop the event with you, and reserve the right to refuse a request if it is too outlandish or you are unwilling to compromise on any aspect.
Player events are put on by you, the player! These are things like parties, funerals and weddings, settlement events, excursions into dangerous territories, or plans between your group and another group. Staff may assist in some aspects, but most of the organizing should be on you.
Rewards are not guaranteed at any event. Some storytellers may provide rewards for certain events at their discretion. Storytellers have specific guidelines in place regarding the rarity of the loot they are allowed to distribute, and will not be providing you with an Uzi just because you really want one.
Stop right here! Everything beyond this point is NOT required reading for the average Wasteland player! Most of the rules outlined below will only come into play during large Guided Events, and you will be given the page to read before you are in a situation where they may come up.
That said, if you’re curious about some of the more advanced Event stuff, go ahead and take a look.
You have requested or decided to take an action that would put your character in an immense amount of danger, or has a high chance of failure or risk associated with it. You will be asked to roll a dice of the Storyteller’s choice, and given the DC for it so you can make an informed decision. Failure of the DC will lead to lasting consequences. The consequences can change depending on what is being attempted.
This will reflect doing an action that puts the character in harm's way, such as rushing a sniper through an open field, or attempting to use a bomb in enclosed areas, etc.
Not all Fool’s Fortune Gambits can end in a maim, so consider the table below a guideline rather than hard rules. A Storyteller will always inform you of any changes to the damage table based on what you are trying to do before you perform the action.
If you fail the DC, /roll 1d10: 1 = Permanent maim. IF it qualifies for a maim, you will be able to discuss the exact nature of the maim with the Storyteller prior to attempting the gambit. 2 = Injury that lasts a month in game, and will be tracked by Storytellers if you participate in other events in that timeframe. 3 = Fracture 4 = Lacerations 5 = Scratches 6 = Deep Wounds 7 = Bites (a mechanical but not IC bite; this is just for the sake of the wound lasting a while) 8 = Burns 9 = Loss of 2-3 HP Points 10 = Insta K/O (not permadeath, no lasting injuries; simply out of the event.)
This will reflect doing an action that requires a feat of acrobatics, strength, or speed that may lead to falls/crashes or other situations where a player will not be able to keep a hold of their equipment or important items they are carrying.
Once the items are lost, they are gone for good, and you will be expected to drop them on the ground for the Storyteller to collect.
**If you fail the DC, /roll 1d10: ** 1 = The loss of your primary weapon, or breaking of it (if rare) 2-9 = the loss of some pieces of gear that is easy to replace outside of the event or in (poncho, shirt, jacket, walkie, secondary weapon, etc) 10 = The loss of some armour, or breaking of a gasmask
Sometimes you may have a chance to do a risky move to end an encounter quicker, or capture someone or something you need for your event. This can take many different forms, so it’s difficult to do a set example.
The failure of these gambits will NEVER lead to failing an event, but you may lose out on some loot, information, or other hooks. Due to this being so situational, the terms will be decided by the DM before you choose to roll.
You will always be informed via a ticket if you are receiving a Risk Point or a Heat Point. If you are not ticketed about gaining a Risk or Heat points, you did not get one. You will be linked to this section when you are ticketed.
Risk points are for character actions in events that are risky and disruptive, and actively harming the flow of an event or the enjoyment of others. Examples of risky and disruptive actions would be:
Risk Points can be transferred between characters in some situations, such as if a character were to gain 2 risk points and then graveyard shortly after to try and escape the consequences.
To put it bluntly: If you get a risk point, this means you were being disruptive in an event without breaking any direct OOC rules that would lead it to becoming a Strike, and it is considered a punishment.
Risk Points do not expire.
Heat Points are also applied on a per character basis, and stack with Risk Points. While they stack, they are generally gained for positive reasons! For example...
When you gain a Heat Point, it means the NPCs and other notable aspects of the various storylines have noticed you, you have stood your ground and declared yourself in opposition to their ideals and a threat to their goals.
To put it bluntly: You have made a difference.
Heat Points will expire 40 IRL days after you were informed.
Once you have 3 Heat or Risk points, things start getting dangerous for you: this will put your character at risk of Permadeath.
Three of either point does NOT equal instant death, and will require an event and the appropriate situation for it to happen (combat, doing something with considerable risk, etc); this means that should a player have three of either of these points, if they lay low they can survive.
Not only that, but your character will have one more chance to BEG FOR LIFE.. However, if you are to find yourself in an event and at risk of death again, you will not be able to beg for life a second time.
Honorable Permadeath
If you have more HEAT POINTS than risk points and get into a situation where your character dies, their death will be considered both heroic and plot relevant. Not only will your character get a special post in the main Event Announcement channel[[can we link to it?]] to represent it causing ripples through the greater Knox community, but it is likely their death will have some effects on the upcoming storylines too, or at least be referenced by NPCs..
Dishonorable Permadeath
If you have more RISK POINTS than heat points, the character dies, but their death does not offer any great change or impact to the narrative. Just a graveyard message and whatever effect it might have on those who knew them.
You will never face permadeath in an event without repeated OOC and IC warnings. You can consent to die in an event at any time, or even request it should you want to wrap up your character’s story, but enforced permadeath from Storytellers will always go through the Risk and Heat Point system.