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@ -67,6 +67,8 @@ Elyan Gareth is a brash and exiled gunslinger [warrior] who crafts unique object
again. again.
* Elyan attempts to break him out. Tebeza kills Belendyl before they can escape. Elyan escapes. Swears revenge * Elyan attempts to break him out. Tebeza kills Belendyl before they can escape. Elyan escapes. Swears revenge
on Tebeza. on Tebeza.
* **Discovery**
* Rediscover Belendyl's upgraded ammunition formula
* **[Redeem Ibrandul](arcs#redeem-ibrandul)** * **[Redeem Ibrandul](arcs#redeem-ibrandul)**
### Cyphers ### Cyphers

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@ -24,7 +24,8 @@ Quarter Roy is a strong tough warrior who rages.
* **Bash (1 Might point):** pummeling melee attack inflicts 1 less point of damage, but dazes. * **Bash (1 Might point):** pummeling melee attack inflicts 1 less point of damage, but dazes.
* **Physical Skills:** balancing, climbing. * **Physical Skills:** balancing, climbing.
* **Trained Without Armor:** trained in Speed defense tatks when not wearing armor. * **Trained Without Armor:** trained in Speed defense tatks when not wearing armor.
* **Combat Prowess:** add +1 damage to melee weapon attacks. * **No Need for Weapons:** unarmed attacks count as medium instead of light weapons [or still as light weapons if you
prefer the task to be eased rather than the damage ~bss].
* **Healthy:** add 1 to the points you regain when you make a recovery roll. * **Healthy:** add 1 to the points you regain when you make a recovery roll.
* **Passives** * **Passives**
* **Very Powerful:** +4 to your Might pool. * **Very Powerful:** +4 to your Might pool.

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@ -166,7 +166,7 @@ cost and investment. Others focus on an particular style or school, you prefer f
* Tier 2: **Enhanced Intellect Edge** * Tier 2: **Enhanced Intellect Edge**
* Tier 3: **Type Swap Option: Mid Tier Ability** --- as above * Tier 3: **Type Swap Option: Mid Tier Ability** --- as above
* Tier 3: **Enhanced Intellect or Extra Recovery** * Tier 3: **Enhanced Intellect or Extra Recovery**
* ...
## Abilities ## Abilities
@ -175,6 +175,58 @@ cost and investment. Others focus on an particular style or school, you prefer f
* *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at * *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at
the end of your movement, or otherwise fall. Action. the end of your movement, or otherwise fall. Action.
## Optional Rules
### Relationship Connections
> This rule is inspired by 13th Age's Icon Relationships, though not a direct copy. It tries to get the same feel but in
> a Cypher System framework. ~bss
To more closely connect characters with the (other) significant movers and shakers of the game, relationship connections
generate free 1 XP spends that represent a close mystical, operational, or situational tie with a major world NPC (or
their factions). As a reminder, 1 XP can be spent by players on:
* Immediate benefits (a reroll, or refuse a GM intrusion)
* Player intrusions (varies, see the rules as they are pretty open-ended)
**Obtaining relationship points:** As an extra step in character creation, you receive 4 relationship points, which you
allocate to 1 to 3 significant NPCs. These NPCs may be provided by the GM ahead of time, or GMs may allow players to
define key NPCs and organizations themselves, at their discretion. Each point represents an increasingly stronger
connection between the player character and that NPC and agents of that NPC, and makes obtaining connections more
likely.
You should define if these relationships are *positive*, *conflicted*, or *negative*, though they have no mechanical
effect --- it is just to help establish why they are interested and involved in the events the PC experiences.
**Regularly obtaining relationship connections:** After taking ten hours of rest (or otherwise making the recovery roll
associated with a ten hour rest), roll a difficulty 5 generic (not associated to a pool) task for each relationship you
put points into during character creation. Each point eases the task by one step. For example, a character with all of
their points in one particular relationship makes one difficulty 1 roll after each ten hour rest, all but guaranteeing
that their relationship will factor in to one of the upcoming scenes or conflicts, whereas a character with their points
spread across three relationships makes three rolls that are together to succeed on but may yield more points to use.
Since this roll is not associated to a pool, Effort cannot be used to ease the roll.
If a player fails all of their relationship connection rolls, they get one connection to a relationship of the GM's
choosing (whether or not the character is normally aligned with the relationship), which can be spent as normal, but
it comes with a GM intrusion as an extra little gotcha when used.
**Obtaining relationship connections ad hoc:** The GM can call for connection rolls for a specific relationship, as
above, at any point if the story warrants it --- for example, if the party is encountering a site blessed by a related
deity or meeting with officials of a related faction. The results of these rolls do not invalidate any existing
relationship connections, but also do not yield a "gotcha" consolation connection.
Generally, a player can only roll for the relationships they have, unless the GM feels the situation warrants otherwise.
The GM may also grant free relationship connections as desired, for example if the party receives a boon from the
emperor of the kingdom.
**Using relationship connections:** Any time before their character's ten hour rest, the player has the option at any
time to spend a connection as if it was 1 XP. The player should frame the use in light of some sort of positive or
negative influence from the connection's people, factions, magical effects, or so on. A sudden ally appears, they recall
some off-camera intel, the relationship's spirits suddenly appear to whisper a secret or bless their attack roll, and so
on.
Connections not spent by the time the next ten hour rest is rolled are lost.
## Rituals ## Rituals
### Read Object ### Read Object
@ -212,6 +264,7 @@ less typical fantasy weapons (guns).
|---------------------------------------|-------|---------------------------|-----------------------------------| |---------------------------------------|-------|---------------------------|-----------------------------------|
| Blowgun | 5 gp | | Short range | | Blowgun | 5 gp | | Short range |
| Blowgun darts (20) | 1 gp | Piercing | | | Blowgun darts (20) | 1 gp | Piercing | |
| Bow, short | 20 gp | | Long range |
| Dagger | 2 gp | Piercing | Can be thrown up to short range | | Dagger | 2 gp | Piercing | Can be thrown up to short range |
| Hand crossbow | 75 gp | | Short range | | Hand crossbow | 75 gp | | Short range |
| Crossbow bolts (20) | 1 gp | Piercing | | | Crossbow bolts (20) | 1 gp | Piercing | |
@ -230,7 +283,7 @@ less typical fantasy weapons (guns).
| Medium Weapons (4 points of damage) | Price | Property | Notes | | Medium Weapons (4 points of damage) | Price | Property | Notes |
|---------------------------------------|-------|-----------------------|-----------------------------------| |---------------------------------------|-------|-----------------------|-----------------------------------|
| Battleaxe | 10 gp | Slashing | | | Battleaxe | 10 gp | Slashing | |
| Bow | 30 gp | | Long range | | Bow, long | 30 gp | | Long range |
| Arrows (20) | 1 gp | Piercing | | | Arrows (20) | 1 gp | Piercing | |
| Broadsword or longsword | 15 gp | Slashing | | | Broadsword or longsword | 15 gp | Slashing | |
| Club | 1 sp | Bludgeoning | | | Club | 1 sp | Bludgeoning | |
@ -248,7 +301,7 @@ less typical fantasy weapons (guns).
| Scimitar | 25 gp | Slashing | | | Scimitar | 25 gp | Slashing | |
| Smokepowder pistol | 300 gp| | Short range | | Smokepowder pistol | 300 gp| | Short range |
| Smokepowder rifle | 500 gp| | Long range | | Smokepowder rifle | 500 gp| | Long range |
| Smokepowder bullets | - | Piercing | Needs to be crafted | | Smokepowder bullets | - | Firearm | Needs to be crafted |
| Spear | 1 gp | Piercing, reach | Can be thrown up to long range | | Spear | 1 gp | Piercing, reach | Can be thrown up to long range |
| Trident | 5 gp | Piercing | | | Trident | 5 gp | Piercing | |
@ -262,7 +315,15 @@ less typical fantasy weapons (guns).
| Heavy spear | 15 gp | Piercing, reach | | | Heavy spear | 15 gp | Piercing, reach | |
| Maul | 10 gp | Bludgeoning | | | Maul | 10 gp | Bludgeoning | |
| Smokepowder shotgun | 750 gp| | Immediate range | | Smokepowder shotgun | 750 gp| | Immediate range |
| Smokepowder bullets | - | Piercing | Needs to be crafted | | Smokepowder shells | - | Firearm | Needs to be crafted |
The weapon properties:
* **Slashing:** +1 damage against unarmored targets; 1 damage against armored targets.
* **Piercing:** +1 damage on all special rolls; 1 damage on a successful attack roll of 5 or less.
* **Bludgeoning:** Ignores 1 Armor; 1 damage against unarmored targets.
* **Reach:** Provides an asset to Speed defense rolls against melee attacks, unless the attacker is also using a reaching weapon; attack rolls are hindered in tight spaces.
* **Firearm:** Ignores 1 Armor.
## Conversions ## Conversions

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@ -22,6 +22,7 @@ homebrew](homebrew). Additionally, I use the following house rules:
* [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting) * [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting)
* [Recovery rolls can be applied in any * [Recovery rolls can be applied in any
order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order) order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order)
* [Relationship connections](https://orb.moe/cypher/homebrew#relationship-connections)
* [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties) * [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties)
### General Advice ### General Advice

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@ -0,0 +1,81 @@
Title: Emerald Flame
Description: bss's play by email TTRPG meta-campaign.
# Emerald Flame
Emerald Flame is a PBEM Cypher System campaign set in my "house" setting of [Etravar](/etravar/). I run my campaigns
pretty free-form, with setting details filled in by everyone as we go, so there's no premeditated plot to start with,
other than exploring a high fantasy game and seeing where it takes us.
I'll fill this page in as the game progresses, but for now, here's some starting and organizing information.
## Etravar
|> [![Map of the Mystvil area of the continent of Trezuria](mystvil.png)](mystvil.png)
|: The starting area in Emerald Flame, the Mystvil region of Trezuria.
{: .right }
I have successfully run games in established settings, such as the Forgotten Realms, but I tend not to hew too close to
the setting canon, so for this campaign, I'm going to use the setting that I have just started putting some bones
together for, and as we play, we'll provide more detail based on our wants and needs. The link above includes said bones
and whatever else we've defined to this point --- at its briefest, Etravar is a high fantasy campaign setting, with some
in-world justification for embracing weird stuff to encounter and explore.
We'll start in a small town in Trezuria, which we can figure out the details of as we start creating characters with
backgrounds. Assume there's a new weird anomaly in the area that you're interested in for whatever reason.
## Play By Email
I have started an [Emerald Flame mailing
list](https://lists.incorporeal.org/postorius/lists/emerald-flame.lists.incorporeal.org/) for people to subscribe to.
Both players and readers/lurkers are encouraged to subscribe, and can do so via the web form (known/interested players
should further send an email to the list and/or ping me off the list, so I can set up the moderation settings
appropriately). The list will be moderated to allow only the current players to post to the game, but anyone is welcome
to read, and there will also be a public archive if people would prefer to read that way. The archive [is
here](https://lists.incorporeal.org/hyperkitty/list/emerald-flame@lists.incorporeal.org/) if you need to go back to
refer to an old post in order to read and/or reply to it (which you can do from inside the web interface, if you are
logged in).
A draft of thoughts on how to conduct our game over email is available [here](/play-by-email). These are some things
I've learned from similar ventures in the past, and also some ideas that I think should be good --- but they are just
guidelines, and of course malleable to our group's needs.
### Reminders and Pings
I've also started an IRC channel, #emerald-flame, on [Randomus](https://randomus.net/), my IRC network. Players are
encouraged to join for reminders and other out-of-game conversations ([web IRC
link](https://webirc.randomus.net/#emerald-flame), or ask me for access to [persistent web
connections](https://lounge.randomus.net), or see the Randomus site for client setup info), but it is expected to be
very low traffic, and optional.
## Cypher System
I love [the Cypher System](/cypher/). It's a flexible system with a lot of room for homebrew and game-specific rules,
with rich character customization options, and yet the core game mechanic is pretty simple and well-suited for
asynchronous play. There's a great rendering of [the Cypher System Reference
Document](https://callmepartario.github.io/og-csrd/) that I suggest reading if you are not familiar with the game, and I
also have some ever-expanding [set of homebrew and house rules](https://orb.moe/cypher/#homebrew-and-house-rules) that
will probably be relevant to the game.
### Character Creation
Firstly, I encourage talking through any ideas and questions you have on the mailing list (I'll start a thread after
some signups), so folks can see them and build ideas around the group. But, if you're still interested or on the fence,
feel free to just ping me with any questions.
[Old Gus' Unofficial Cypher System Player's Guide](https://callmepartario.github.io/og-csrd/og-cspg.html) is a really
good starting point for getting into the system and character creation in a guided way, if you want to just take a crack
at it on your own or get a feel for it. I have some homebrew character options and house rules, as linked above, that
I'm working on integrating into my own copy of the CSRD, but for the moment you can just refer to that above as you're
building a character.
Things to be sure to look at:
* [How to play](https://callmepartario.github.io/og-csrd/#this-is-how-you-play-the-cypher-system)
* [Key concepts](https://callmepartario.github.io/og-csrd/#key-concepts)
* [The fantasy genre in general](https://callmepartario.github.io/og-csrd/#chapter-13-fantasy)
* [Common foci](https://callmepartario.github.io/og-csrd/#fantasy-foci)
* [Options in building common concepts](https://callmepartario.github.io/og-csrd/#fantasy-character-options)
* [Species](https://callmepartario.github.io/og-csrd/#fantasy-species-descriptors)
* [Types](https://callmepartario.github.io/og-csrd/#chapter-5-type)
* [Examples of character arcs](https://callmepartario.github.io/og-csrd/#sample-character-arcs)

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@ -3,17 +3,17 @@ Description: bss's high fantasy campaign setting, a world of adventuring and
# Etravar # Etravar
Etravar is bss's home campaign setting, a universe of high fantasy, setting adventuring and discovery against the backdrop Etravar is bss's home campaign setting, a universe of high fantasy, setting adventuring and discovery against the
of points of light in the wilderness and the forgotten legacy of lost eras. It is backdrop of points of light in the wilderness and the forgotten legacy of lost eras. It is meant to be a rich, varying
meant to be a rich, varying world, where any type of adventure can occur among its many continents and regions, most of world, where any type of adventure can occur among its many continents and regions, most of which haven't (in game
which haven't been written of or described yet. terms) been written of or described yet.
## History ## History
### Creation ### Creation
In the beginning, The One Beyond spawned three goddesses out of the endless nothingness --- the twin sisters Nydia, In the beginning, The One Beyond spawned three goddesses out of the endless nothingness --- the twin sisters Nydia,
goddess of light and Dysthia, goddess of darkness, and Etra, goddess of creation. The twin sisters both coveted domain goddess of light and Dysthia, goddess of darkness, and Etra, goddess of existence. The twin sisters both coveted domain
over Etra, and waged a bitter war, bringing about the light of the stars and the darkness of the void, creating the over Etra, and waged a bitter war, bringing about the light of the stars and the darkness of the void, creating the
universe. As they sparred over eons, their wounds shed their essence and, merging with that of Etra's, created the universe. As they sparred over eons, their wounds shed their essence and, merging with that of Etra's, created the
planes, including the material plane which is (inaccurately) considered to be Etra herself. The war between the sisters planes, including the material plane which is (inaccurately) considered to be Etra herself. The war between the sisters
@ -22,22 +22,22 @@ moon, life, death, and so on --- countless immortal forces that shape the univer
### Civilization ### Civilization
There is no agreed upon definition --- or even guess --- of the age of the world, or life on Etra. Modern scholars There is no agreed upon definition --- or even guess --- of the age of the world, or life on Etra. Contemporary scholars
believe there are at least one hundred millennia of empires rising and falling that have shaped the world, but this is believe there are at least one hundred millennia of empires rising and falling that have shaped the world, but this is
as much a guess as any previous attempt to estimate the age of Etra. This belief holds that in those lost ages multiple as much a guess as any previous attempt to estimate the age of Etra. This belief holds that in those lost ages, multiple
progenitor races native to Etra gave rise to great civilizations and further peoples before disappearing from the record progenitor species native to Etra gave rise to great civilizations before disappearing from the record of time, be it by
of Etra, be it by gradual decline, war, leaving for other worlds, or so on. Little is known about these races other than gradual decline, war, leaving for other worlds, or so on. Little is known about these progenitors and their cultures
the undocumented relics and ruins left behind. other than the undocumented relics and ruins left behind.
The oldest known history is owned by the elves and dwarves, both ancient races in their own right. They shaped the lands The oldest known history is owned by the elves and dwarves, both ancient ancestries in their own right. They shaped the
above and below long before humankind rose to prominence, and in a way shaped the ecology of Etra itself --- their vast lands above and below long before humankind rose to prominence, and in a way shaped the ecology of Etra itself --- their
cities and dungeons have become part of the world's genetic memory, and it naturally spawns weird dungeons, corrupted or vast cities and dungeons have become part of the world's genetic memory, and it naturally spawns weird dungeons,
blessed plazas, and the like. The living world creates not just flora and fauna, but also grand towers and abominable corrupted or blessed plazas, and the like. The living world creates not just flora and fauna, but also grand towers and
strongholds. abominable strongholds.
It is claimed by some that an immense magical calamity brought about by the elves and dwarves brought Etra --- both the It is claimed by some that an immense magical calamity brought about by the elves and dwarves brought Etra --- both the
world and the goddess --- to the brink of annihilation, with this corruption its/her only chance at survival, but both world and the goddess --- to the brink of annihilation, with this symbiosis of "manmade" constructs its/her only chance
races' leaders and scholars vehemently reject such slander. at survival, but both cultures' leaders and scholars vehemently reject such slander.
## The Material Plane ## The Material Plane
@ -48,18 +48,44 @@ as some deities are known by multiple names or unknown in a region entirely.
### Trezuria ### Trezuria
Trezuria is a long continent, spanning most of the latitudes, leading to a diverse climate over the span of the Trezuria is a long continent, spanning most of the latitudes, leading to a diverse climate over its span. It is roughly
continent. It is roughly divided into a north and south Trezuria, divided by a vast mountain range that runs from ocean divided into a north and south Trezuria, split by a vast mountain range in the middle that runs from ocean to ocean.
to ocean.
## Themes Magitech has started to flourish in south Trezuria, as mages and artificers have driven rapid
advances in machines and rituals in the largest cities, and those advances have begun to spread throughout the
continent. Natural borders and uninhabited lands have been the primary impediment to a rapid spread of magitech to the
rest of Etra, but these advances have not come without detractors.
## Peoples
The sapient species that compose the people of Etra come in a wide variety --- human-like or not --- and are further
distinguished into various cultures, kin, and ethnicities based on their home region, shared traditions, flavor of
religion, and so on. Humans, elves, and dwarves combined make up a rough majority in Etra, but there is no clear
dominant species nor supermajority among the peoples of the world. Though isolated lands and cultures exist, it is not
unusual for most groups to maintain a mix of types of people. Within the forgotten lands, it is possible that even the
progenitors still live.
## Religion
Hundreds of major and minor deities fill the Etran pantheon, and most life activities and ideas are either directly
represented in a a deity's portfolio, or have a patron associated with a deity. Commonfolk rarely devote themselves to
only one deity, rather making prayers and pleas to the deities representing the trials and blessings of day-to-day life.
Clerics and paladins of a particular god are the notable exception, but even as they call on the power of the deity that
grants their power, they will readily say a prayer to an allied deity.
Despite their role in creating the unknown universe, the Three Sisters (Nydia, Dysthia, and Etra) have no particular
dominance or hierarchial role in the Etran pantheon.
## Themes Gaming in Etravar
* The universe is a wide assortment of planes, including forces of law/chaos, good/evil, and light/dark, connected via an * The universe is a wide assortment of planes, including forces of law/chaos, good/evil, and light/dark, connected via an
astral plane. astral plane.
* Magic is common but not commonly-practiced, and is nearly limitless in potential. * Magic is common but not commonly-practiced, and is nearly limitless in potential.
* Magical corruption has warped the land and perhaps life itself, causing an ebb and flow of strange phenomena,
essentially limitless in scope.
* Casting magic can be learned, divinely bestowed, or inherent. * Casting magic can be learned, divinely bestowed, or inherent.
* Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in * Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in
between. between.
* The world is old, many civilizations have risen and fallen. * The world is old, many civilizations have risen and fallen.
* The world itself is magical, and not strictly bound by natural law. * The world itself is magical, and not strictly bound by natural law.
* Humans, elves, and dwarves are most common among civilized lands, but plenty of other intelligent humanoids show up. * Humans, elves, and dwarves are most common among civilized lands, but plenty of other sapient species show up.

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Title: Play By Email Games
Description: bss's thoughts, guidelines, and etc. on playing "tabletop" roleplaying games over email.
# Play By Email Games
I'm providing some notes (still in draft form) for plans and procedures on playing RPGs over email. This is meant, for
the moment at least, to be an organization of what I'm thinking will work, to see if others will think it'll work too.
~bss
## Timing
PBEM is a great format because it allows a variety of players in different timezones and of different availabilities to
play a game together, but PBEM is tougher because it can take weeks to accomplish something that might otherwise take an
hour. I think the most effective way to keep the game moving is regular posting to keep the action moving. A good
posting cadence might be every few days, hopefully no more than once a week?
## Updates
Of course, half of the fun is having the space to write to a desireble length in one post and let the game play out
between what you present and the others' reaction to that post. We just need to make sure the focus is on action. These
are some guidelines (not rules) that I think make sense.
**First:** describe your character in terms of the actions they take.
You should frame your updates in terms of what your character does. Internal monologues and scene setting are welcome
(encouraged, in fact), but in the end, the update for the rest of the players is what *is happening*, not merely what
your character sees or thinks. This gives the group something to riff off of and respond to or use to consider their
next action. Worry less about the game terms for doing a thing, and just do the thing. Or...
**Second:** ask questions if the details matter, but don't let them stop the action.
If you need more information, or a ruling to be made, ask, but see if you can provide contingent actions based on the
expected results, where appropriate. This is just to save time of back and forth. Feel free to update with a modest set
of options, e.g. "if the dragon rears to attack, I quickly jump behind the pile of treasure next to me, but if it
chooses to negotiate, I would like to take a diplomatic tone." "If that awning looks like it'd be possible for me to
reach, I'll jump up there, spending effort if I need to, but if it seems impossible I'll run around the corner." Or
whatever.
**Third:** if the details don't matter yet, embellish, but also embrace "yes, but".
If a minor NPC is a valuable (or maybe even trivial) addition to your post, add them and write how they respond. I don't
need to get in the way of that, and I consider world-building to be a collaborative thing. Describe something noteworthy
in the marketplace, elaborate on the manner or demeanor of the people in the street, or have a merchant agree to common
terms on the cost of normal items. This too keeps the game moving, and gives more in the world to react to (or have
react to you). Just don't go overboard.
**Fourth:** I reserve the right to make a basic, but reasonable, action for idle characters in combat.
For most out-of-combat situations, it's easy to assume that any players not taking an action are happy to go along with
the flow, so if players are quiet for a bit, the action still progresses. In combat, however, charaters doing nothing
can disturb the narrative and the gameplay, so if it's been days (or a week?) since a post and we're in combat, I may
take a reasonable action for your character to keep the game moving.
## Post Format
I don't want to make posting updates arduous; getting the post out there is the important part. I think some guidelines
will help, however.
**First:** out-of-character questions, updates, etc. in brackets (`[]`).
Describing action should be done in paragraphs with no specific formatting. Dialogue should be in quotation marks. Out
of character information, questions, mechanical stuff, however, should be in paragraphs enclosed in `[` and `]`.
Example:
```
Having dodged the dragon's terrible acid breath, Croma is undeterred by the
assault and charges forward, broadsword primed over his shoulder, yelling
a challenge. When he reaches the dragon, he swings down, focused, perhaps
overconfidently, on decapitating it in one blow.
"I swore that I would return with your head as a trophy!"
[This is a pretty tough dragon, right? I think I'm going to use two
levels of Effort on this just to make sure, and as a reminder I am skilled
in "making reckless attacks", which I think this qualifies as? Either way,
a Might-based attack, and I don't know the difficulty so I'll let you roll
it.]
```
**Second:** if you are quoting a post, post your reply *below* the quote; everything should read in order from the top
of the post.
AKA "bottom-posting", put your reply or continuaton of thought below the text you are responding to, so that it reads
logically without scrolling to the bottom to find the context. Try to chop the post to its specific context as well,
when possible, to reduce the amount of quoted text people have to reread. Example:
```
> When he reaches the dragon, he swings down, focused, perhaps
> overconfidently, on decapitating it in one blow.
[Attacking the dragon is Difficulty 5, but with your Effort and skill, the
7 I rolled for you is just enough.]
Crome's broadsword strikes the dragon's neck soundly, but, surprisingly to
Crome --- and perhaps no one else --- the dragon's head is *not* severed,
and it reflexively lashes back in pain, knocking Crome back on his feet
next to the dragon. A bit of acid drips from the dragon's open wound, but
it looks angered and committed to continuing the fight.
```
**Third:** reply to the existing thread whenever possible.
Mail clients that do threading of posts make it easy to collect emails by subject, and can result in a nice tree view of
the proceedings. Generally, a new scene warrants a new top post with a new subject, but otherwise updates within that
scene should usually be replies to the most recent or relevant post in the thread.
**Fourth:** if you have an out of character update or question or so on, start a new thread starting with "OOC:"
If you have a question or update for the group --- you have a question about a rule or character option, or maybe you're
letting the group know you'll be on vacation for a week --- rather than complicating the gameplay with a tangent, make a
new thread and start the subject with "OOC: ". In OOC threads, the rest of the formatting guidelines don't really matter
--- they're just emails.
## Rolling Dice
Personally, I think I'm good with the honor system. If you know the parameters of the roll and are ready to roll, make
the roll yourself with whatever tool you prefer and tell us the result, both in game terms and in narrative terms. (In a
Cypher System game, this usually means you know the difficulty of the task you are attempting, are conscious of any
Effort you are spending, and are at least fairly confident in the assets, hindrances, and skills in play. Just be okay
with being corrected if you are meaningfully off in your calculations.)
You can also just roll if you don't know the target or want to leave the math to me --- again, honor system in both
directions. Cypher System rolls are simple d20 rolls, so you could just say (OOC) that you rolled an 8 and leave
success/failure to me.
And, as in the example above, if you'd prefer to just leave the whole business to me, that's fine too.
## The Mailing List
The mailing list created for a campaign will provide a common point for managing member email addresses, providing some
list-specific settings, and automatically archiving our emails. **This list, and notably the archive, will be publically
viewable.** This is advantageous to allow those casually interested to check out the game and potentially become the
next player in the game. However, the list will be moderated and only allow the game's players to post to it without
review. This is, of course, a spam reduction tactic, but will also help keep the game from drifting off-topic.
My MTA *should* have a pretty good reputation with providers, but the state of email in 2025 is always on a knife's
edge, so mail delivery may have issues from time to time; it's recommended to whitelist/accept/filter-on/etc. the list
email address.