RULEBOOK INTRODUCTIONThe explanation of how moderation works makes up the majority of this rulebook. Some players may be familiar with much of the information and the concepts contained within, even if this is the case it is highly recommended that this book be read in its entirety to ensure nothing is missed. Some of the information in this rulebook is even useful to players who do not play in the moderated worlds. In addition to information about moderation there are overviews of the races, professions, how 2nd Age combat works as well as many new orders that allow for more to be done in the game. ABBREVIATIONSThe following abbreviations are often used in the rulebook and by players in the game:
HOW TO USE THIS RULEBOOKThis rulebook has been designed in the format of a reference manual. Most of the sections are self-contained so as long as you understand the basic concept of how Quest: GME works then the other rules can be quickly found via the detailed contents and intuitive headings. WHAT IS ROLE-PLAYING?Role-playing is best summarised as make-believe. In Quest terms you decide what sort of characters make up your party. Common decisions that arise are:
Once you have decided how the party is made up, you can start to get more involved in the role-playing that goes on, as now you have a direction and thus will find it easy to interact with other parties on a social level. A lot of the role-playing aspects you decide on will help with any moderated aspects. It is best to decide on one of the characters to be the leader/central-point of the party, as other players often find it confusing when trying to talk to a party that has appointed several leaders/spokespersons. In addition it can be hard to consistently role-play more than one character, although some players are very adept at doing it. WORLD SETTINGThe moderated worlds have different details and histories that are ever changing, so no information is given here about the individual worlds. Each world is referred to by its own name, but also sometimes by a common name, Kharne.An important consideration to remember is that the worlds of Kharne are not those of medieval Europe, or any other Earth location, which many fantasy settings use as a basis. With the existence of Gods, magic, monsters and other races besides Human, the land and the people are quite different to that of Earth's history.Moderated worlds are fully fleshed out places, settlements are named, Thieves Guild, and Temples, etc all have leaders and set power structures. Via moderation, which includes both NPC and player character actions, aspects in the world can change. ROLE-PLAYING AND HOW TO INTERACT WITH THE GAME WORLD AND OTHER PLAYERSThe following are things to remember when you are working out ideas/stories for your parties. You should avoid ideas that involve any of your characters being anything powerful or special like an important Priest, a veteran hero who participated in a specific battle, a powerful mage or anything similar to this. When characters start out they are not powerful, and unless you gain a character via moderation it is best to keep character ideas to a reasonable low-level origin. In any of your ideas you cannot dictate world events; events have to occur via the use of moderation. In any of your ideas you cannot use other players' character events such as involving their characters in one of your ideas unless you use moderation. Please do not ask the GM for special leeway, as refusal often offends and the rules have to be the same for everyone |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
KJC Games Ltd specialises in play by email (pbem) and play by mail (pbm) games. Home Games Order Editor Contact Us |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||