Quests, Roleplaying, and Reputation


Quests

Quests are the meat and bones of Disharmony. Quests may take days, weeks or even months to complete and numerous player characters can be involved.

A quest will consist of journeying, unfolding storyline, and battling in order to reach a set goal determined by the Quest Master. A QM starts a quest by setting up a story that the quest will follow. Sometimes this may be very exact or you may just wing it until you reach the goal, depending on the prefference of the QM. A QM then either posts an opening with the guild to which players may choose to join in or selects characters he/she would like to join in. A person can also join after the beginning of a quest IF and only if they are invited by the QM to join.

NPCs may also be involved in a quest. A QM may create and use as many as he/she desires in order to guide the plot. If a Player has any NPCs their NPCs may also participate but can only be there to further the story not aid in combat. However only one NPC per player is allowed. If the player feels inclined they may choose to participate with only their NPC and leave their Player character out entirely. However this means that their NPC will not be able to help out in combat and the player won't gain any rewards for the completion of quests.

During a quest players take turns posting their actions. Each player posts once, then the QM posts the outcome of their actions, and things continue like this. If a battle is not occuring a person can post more than once per round for things such as conversation. If a player doesn't respond in a reasonable amount of time the QM continues the story and assumes they follow along quietly without doing anything. If the quest continues for several days without any response from the player it will be assumed that member left the group and returned to the villaige. It is important that during a quest you post as quickly as possible. Once you see the QM's judgement from the previous round you should make your move. There are no turns in Disharmony and order is not important. Do not wait for others to post before you, post as soon as you possibly can.

During a quest the QM will determine the time in two aspects. The QM determines the exact date on which the quest occurs. This should be noted in the signup or at the quest signup by the QM. The QM may freely choose any date within the game's current set timeframe, (typically a one month period of time). Date is important as this will determine world events that may influence the goings on of the world in which the characters are playing, as well as things such as weather and phases of the moon. Phases of the moon are particularly important to some characters. It is advised that the QM make use of a historic lunar callender. The other aspect in which a QM controls time is controling the flow of time within the quest. Time passage per round is not set by the game system, but should rather be whatever amount of time is needed for the actions taken that round. During a fight for instance, a round may only cover a few seconds, while traveling may cover several hours within a single turn.

Once a day a character will need to sleep and eat. Should they neglect to they will risk weakening physicly and mentaly. Since both of these activities may leave you vulnerable it's recomended to secure an area before you rest. For instance the middle of the woods is a bad place to sleep, unless you build a fire, make sure any monsters there may have been nearby have been destroyed and set up a ward. Keep in mind in terms of food more physical cahracters will need more food than averabe people, to perform at their maximum. This includes Man-Beasts and all combat classes, though the amount varries depending on the amount of exertion.

A quest ends when the listed requirements are completed or all of the players fail or drop out. Success is determined by the QM on how well the objectives were completed. At the end the QM will provide all players with upgradable abillities with the peramters by which they will improve.

All quests are rated by difficulty according to the following Parameters.
Very Easy: It is almost impossible to lose this quest even if you make massive errors. The rewards are often meagar though. Typically only beginners are allowed to accept these.
Easy: These quests are a simple matter to win for begginers, and a walk in the park for experienced players. You'd have to be trying to lose these quests.
Lower Moderate: This is on the lower level of medium difficulty. Death is nigh impossible, but failure is possible if you make massive mistakes.
Moderate: A medium level quest. It's not so tough for experienced players but you can lose if you mess up.
Upper Moderate: here quests get challenging. You'll have to put some serious effort into completing a quest of this level and there will be some major fights. Not recommended for beginners.
Hard: At this point it's more likely that a player fails than succeeds. The fights will be intense, the puzzles will be brain benders. They are however still possible to complete with a powerful character and a clever player.
Very hard: These quests will host some of the strongest monsters out there and/or some of the most mind twisting puzzles the QM can imagine. It's not unheard of for players to quit these quests out of pure frustration. It will take not only a powerful character but also a very good player to complete.
Epic: Epic quests are known to be huge, taking up to a year to complete. Although the difficulty of fights and puzzles within varies and tends to ramp up from beginning to end, it's the sheer dedication that this quest requires that makes it epic. Epic quests give double level ups.
Reputation

At the end of a quest, not only do you collect a fee, you may also aquire a reputation depending upon your actions within the quest. The QM will give you a reputation in the final summary post. You should keep track of your reputation in your sig. It is possible to aquire multiple reputations at the same time, though your most signifficant will likely be the one you'll most be recognized by. For instance "The puppy kicker" may stay with you but if you later aquire a reputation of "the giant clam slayer" the second one would override the first as it's more signifficant, thus you'd be known as something along the lines of "Dorf the giant clam slayer." Sometimes though you may aquire a reputation for your actions in RP if they're well written or for joining with a very well written bio.

Among the reputations you aquire you have the option of setting one of them as your dominant reputation. To do this simply list it first and in bold text in your sig in the reputations area. This will reflect how your character is percieved by others and how you personally carry yourself. The dominant reputation overrides all others and will be the first thing your character becomes recognized as. In some instances though you may be stuck with an overriding reputation by a QM. Overriding reputation, sticks its self forcefully as your dominant reputation and can not be changed by the player. The only way to get rid of an overriding reputation is to break out of the role through skillfull roleplay. Alternately, for those with money, the black market may offer a way to buy good reputation.


Roleplay

Outside of quests you are welcome and encouraged to Roleplay as much as possible. Roleplaying in the various areas of the forum helps to develope your character's story, and improve your rleations with other characters. If you want to RP with other players it's recomended that you either include the word "open" in the title of your RP or at the start of the text in the post, or join another already started RP thread that is open.

You may also want to consider privately contacting other members via the board's private message system in order to arrange more in depth roleplay sessions. Cooperate with other players and you'll find the game far more enjoyable. You may even roleplay elsewhere while your character is questing. To do this you simply set the timeframe for the RP as occuring prior to the outset of your quest. Such as if the QM states that the quest occurs on December 21st 1860, you may freely roleplay by stating that the roleplay occurs some time before that.

Finally remember there is no wrong way to play. This RPG isn't about winning and losing it's about the story. You can take story in any way you want.


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