❗ Events

🪛 This page is under construction 🪛

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.

[[Links to sections here]]


Types of Events and Color Coding

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.


Guided Events

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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 markers are Red and Green. If you find either of these in the wild, but are not currently in a Guided Event, you can safely ignore them! Someone probably forgot to clean them up.

Points of Interest

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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 markers are Yellow. These will give information on the current status of a Point of Interest event, and are worth checking out if you are trying to participate in the ongoing storyline in the area.

Objective System Events

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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.

  • These markers are Pink or Purple. Sometimes the actual start of the quest line might be elsewhere though, so if you need an item or something else to interact... ask around IC!

Environmental Worldbuilding Hooks

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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 markers are Blue. There’s a storyline you can investigate here! Submit an Event Inquiry ticket, and mention the Storyteller in the marker description! If the storyteller isn’t listed, use /coords and include the coords in the ticket.

Investigation/World-Building Scenes

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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.

  • These markers are Black. This is just some environmental set dressing! It is self contained, and there are no event lines beyond it. Just enjoy your time investigating the area and taking in the story.

Player-Requested Exclaims

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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.


🗂️ Misc Event Info

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Event Terms Glossary

  • Roll X (aka, Roll Aiming, Roll Mechanics, etc): Use the Dice System in the Cogwheel [[image here]] and use it to roll a dice associated with the requested skill.
  • DC: Difficulty Class or Dice Check, this is the number you have to meet or beat to succeed in a roll. Sometimes you will be told what it is, sometimes you will not.
  • AC: Armour Class or Armour Check.This is the number you have to beat to succeed in an attack.
  • Natural 1 or 20: Also sometimes called a Natty 1/Natty 20, it is when you roll a 1 or a 20 on the dice, this is considered a CRITICAL result. A natural 1 is a CRITICAL FAILURE, while a Natural 20 is a CRITICAL SUCCESS! These can have different effects depending on the Storyteller’s preference.
  • Init or Initiative: A roll you can perform using the Dice System that will establish how quickly your turn will come up.
  • Initiative Order: The order in which participants of an event will have their turns.

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.


🏳️

Signaling Random Event Interest

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.


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How to Request an Event

  • When requesting an event, have at least two or three representatives of the group participating for the storytellers to work with. This is to prevent delays and allow better representation for the desires of the group.
  • Please allow the storyteller some degree of freedom in the event and the setting; you can request specific topics or moods, but no outlines or pre-made storylines unless the storyteller requests it.
  • A player can only open one event ticket or inquiry at a time, with a cooldown of one week between opening tickets. They may participate in multiple events as members of a faction or a group, but cannot spam the event team. Abuse of the system may lead to temporary or permanent blacklisting from events.
  • The player is responsible for getting the schedules of their group sorted out, and then may bring the options to the Storyteller after.

No more than 10 players per guided event without explicit permission.


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Event Behavioral Expectations

  • Please be online and ready half an hour before your event is scheduled to start; this means you must take the queue into account. The only exception is if there are server-wide issues.
  • If no players or not enough to begin the event have shown up by fifteen minutes past the starting time, the event will be cancelled and considered a lower priority for rescheduling.
  • If not all players are present past the starting time, the event will begin without those absent, regardless of their importance to the event. They can be teleported in later.
  • Please do not be afraid to ask questions in OOC if you are confused, but hostility or strong continued pushback may lead you to being removed from the event.
  • Please do not take the piss or aggressively meme during the event, including dancing mid-combat or making snarky comments OOC and IC. The storyteller is taking time out of their life to give you a cool experience; be respectful. This rule is more lenient while participating in an event with a lighter tone, but keep it in mind. If asked to stop, please stop, or there may be consequences.
  • If you want to derail or disrupt a Guided Event, you will need to submit an Event Inquiry ticket first and have it approved. Organic RP is acceptable, but premeditated disruption where you've failed to notify the organizer of your plans is not. This includes playing music either through instruments or with a boombox.

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.


Faction and Donor Events

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

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.

  • You can request an Event Announcement for your player-run event by opening an event ticket. Doing this indicates that your event is open to all players.

Rewards

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.


Advanced Event Information

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.


Fool's Fortune Gambits

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.

Fool's Fortune: Injuries

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.)

Fool's Fortune: Equipment Loss

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

Fool’s Fortune: Opportunity Loss

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.


Risk Points and Heat Points

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

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:

  • Showing a lack of preservation or fear for your character’s life in an event
  • Taking the piss out of event NPCs or setpieces.
  • Spamming Fool’s Fortune Gambit's with the intent to gamble rather than respecting the risk they present
  • Taking actions that might otherwise fall under Fool’s Fortune without clearing it OOC with Storytellers first.
  • Repeatedly forcing your character into the spotlight at the detriment of the other players present.
  • Continuously taunting and mocking NPCs.
  • Other bad faith risks that show a lack of care or attention to the situation beyond what you think is cool.

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

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...

  • Respectfully calling out event NPCs, such as telling the leader of a group of bandits that you will oppose them.
  • Making drastic choices against dangerous foes for the sake of protecting others
  • Some successful Fool’s Fortune Gambits might draw attention to your character as a force not to be trifled with.
  • Other good faith and properly roleplayed risks that show a respect for your character's life but reflect making a hard decision for the sake of those around you.

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.

Honorable and Dishonorable Permadeath

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.

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Players Online 15 | Staff Online 0 | Game Time 7PM, October 31, 2009
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