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rules_for_running_adventures

Rules for Running Adventures

The following rules apply to all adventures run in Curiosity. If an adventure breaks these rules, it is considered to be non-canon. Players, monsters, and GMs gain experience for the adventure, and players gain experience as if they had submitted exploration reports up to the cap, but the GM does not receive experience for writing the debrief and no other consequences of the adventure occur IC (including any perks gained by players on the adventure).

Where something requires permission of the LARPO team, this must be requested via email. Even if one of us said it was OK by some other means, GMs must email to confirm.

Both of these lists will be updated periodically, with notification to the mailing list.

  • The following may only be used in adventures with the permission of the LARPO team. This is to ensure coherence of major plot elements. Mostly, this will involve the GM receiving a brief on that bit of plot to make sure they are consistent with the metaphysic.
    • New lenses of the elements
    • New combat calls (in general, requests for these will be met with a suggestion of an existing call to use unless there is an extremely good reason that they are necessary). This does not restrict the use of out of combat effects.
    • The nexus zones (the 12 pentagons on the map, where the elemental attunement is strongest)
    • The moons
    • Ascension to godhood, the destruction or creation of gods, or attempts at such (let us know what the NPC is planning, and we will let you know if it works). For clarification, this does not include player-led attempts at ascension during an unrelated adventure.
    • Attempts to create something which does not contain all 6 elements (e.g. to remove all traces of void from a thing and make it eternal, or to create something consisting purely of one element).
    • Entities capable of giving out blessings, curses, or other effects without a physical explanation
    • Communication with the homeworld (this will generally not be feasible within the scope of an adventure)
  • The following may not appear on adventures, unless run by the LARPO team (at which point they will be either globally allowed or moved to the above list. Some of these do not exist in setting, some are associated with major planned future plot:
    • Intelligent life native to the planet (dog-level intelligence is acceptable, e.g. pack hunting and learned behaviours, but not tool use).
    • Intelligent life from other planets
    • Remnants of previous civilisation on the planet
    • Previously unknown gods
    • New elements
    • Other planets
  • If a player does something which would appear to be successful and would result in a disallowed topic occurring on the adventure, and none of the LARPO team are present to adjudicate, then that action will have an effect for the remainder of the adventure (which may be the desired effect, so long as it is confined to the physical plane1)), and the player and GM should contact the LARPO team for further consequences. Unwise experimentation often appears successful in the short term, and then has unforeseen effects later.
1) i.e. temporarily gaining godlike power without actual ascension to godhood
rules_for_running_adventures.txt · Last modified: 2017/11/24 21:47 by gm_mike