Game Logistics

The Society game 'Education' will be run every tuesday starting at 7.30pm during Trinity term 2011 in a location TBC.
In character the sessions will be set in the great hall of the University after a 'world shift' event. During these 'world shift' events your character has no memory of what happens but wherever they started off is not where they end up. Therefore each session will start from your character finding their way to the great hall from wherever they found themselves.

During the session the Inter-dimensional Accident Statutes will be in operation. These are summarised as:

  • Each session, the University is likely to shift to a new world.
  • In the three hours after each shift (i.e. in session) all students are confined to the Great Hall for their own safety.
  • There are two ways to leave the Great Hall:
  • To explore the University, a Writ of Passage is needed. There are two of these in circulation, although only one can leave the hall at any time. Each pass allows passage for up to 5 people.
  • To leave the University, students must be wearing official University scarves. There are two sets of five scarves in circulation, and again only one set can leave the Great Hall at any time.
  • With each method, students can only leave the Hall for 15 minutes before being magically returned.
  • Each student can only use a Writ of Passage once per session, and can only wear a University Scarf once per session.



There will be the opportunity during session to go out on GM run 'mini-games' into the world and the unexplored parts of the university. These will be run for 3 - 5 players at a time and run for no more than 15 minutes. Every player can go out on a mini game twice per session - once into the world and once into the university. The limitations on the number of times you can go out and the time you spend out there is to ensure that everyone has a chance of playing each week.

There are two sets of 'hall passes' and 'university scarves' in circulation at any one time to enable a quick turnaround of people going out on the mini games so we can get as many people playing as possible each week.

These games are an opportunity to gather information and find out more about the world the university has landed in or to find treasures and magical items in or outside the university walls or pursue your own character agenda or assess and deal with problems arising each week.

Time between sessions will be in character approximately 8 hours (for reference your character is assumed to have had the benefit of sleep during the the 'world shift' events), during which time the limitations on leaving the great hall are lifted and you have the chance to go out into the university or the world. This is represented by turnsheeting on your page in the Education wiki, in which you have one action to do whatever you want. This is to allow you to do things that take longer than 15 minutes and follow up on things you saw outside or inside (without others present if desired).

Each week the GM's will provide a number of problems that arise for the player base to deal with complete with the usual selection of NPC's appearing and dealing with other player driven plot. These can be tackled with both in session and turnsheeting actions.

If you would like to persue character driven goals that require mini-games in the university or outside then let the GM's know and we'll try and arrange something.

Shift Sensitive

For whatever reason, some students are more prone to the shift than others. They go missing much earlier, often having fairly fuzzy memories of what happened to them. Even when they are located they are lethargic and non-responsive. Mechanically, you can choose to give up the option to send email, receive email, and submit turnsheets. In exchange you are guaranteed to start the session with some unique piece of information.

Magic in session

In session your magic spell does work and you can use it. This requires roughly five seconds (or ten syllables) of chanting or incantation (the nature of which is entirely yours to decide), unless you haave been told otherwise. Depending on the nature of your spell, you may need to call a time freeze, or find a GM beforehand (at least one GM will be floating at all times to deal with magic use and other in-session shenanigans. If you're trying to use your magic (or your skills) on someone be aware that in the University you can't kill anyone as the person will be transported to the Infirmary and kept alive/repaired. What this magic protection will allow you to do is inconvenience someone or remove them from the great hall for a few minutes in order for you to do something. If your character gets taken to the infirmary a GM will deal with your return journey which may or may not be eventful.

Violence in the hall, both magical and non-magical is, of course, highly against university rules, and may result in Consequences (see below).

If you want to try and combine your spells you can do that too in the great hall - find a GM and they'll work out what happens and make a note of the new combined spell. Remember you can only combine spells once per session.

The Infirmary

If, during session, you suffer any sort of critical wounding that could put your life in Jeaopardy (such as from a carelessly tossed fireball), you will be teleported to the infirmary, quickly recuperate, and return to the great hall. While there are items and rooms very much like the infirmary available for players to interact with it will OOC not be possible to meddle with the main infirmary in any way during the course of the game.

Conflict

As previously mentioned it is possible to use magic in session. In order to manage the use of it there are a number of calls that will be used as detailed below.

  • Obliterate! This call will be applied to spells that have the power to destroy a target explosively if hit. If your spell can do this then you will be told explicitly that it can.
  • Disrupt! This enables you to interrupt the casting of a spell or avoid its effects using non magical means. This either comes in the form of physically interrupting the casting if you have any skill in the duelling arts (punching someone in the face), physically moving yourself in the way of the target if you have Athletics (in which case you become the target) or using your skills at Divination to otherwise avoid an attack on yourself or another who is close by. You will be explicitly told if you have the ability to call a Disrupt. If you have access to a Disrupt call you may use it once per session and it must be invoked within the casting time of the offensive spell.
  • Wibble! If you have a cunning plan or something else that is not covered by the above then shout this within the casting time of the offensive spell to summon a GM to adjudicate. This call can also be used to attract the attention of a GM to deal with any other issues arising.


Other Calls

  • Effect: It is of course possible to use your magic in session to try other things which may or may not influence other players. If this is something that will not require GM adjudication but that requires other PC's being aware of your magical spell please shout Effect and briefly describe what is occurring after casting your spell.


If your spell is likely to impact more seriously upon other players (e.g. hurt or hinder them) the please use the Wibble call to get a GM to adjudicate.

Melee fighting

It is of course possible to just go up an punch someone. If both of you lack any kind of duelling skill then this will probably result in an ineffective tussle on the ground and a couple of black eyes. If one of you has a relevant skill then they are likely to win. This may or may not lead to a trip to the Infirmary. If there is any contention over the results of the fight then find a GM to adjudicate.

Magical Duelling

With the abilities you currently have you cannot use a spell to stop another spell within the great hall. However you can use another spell to deal with the after effects of another spell. Alternatively you can enter into a formal Magical Duel in the designated Duelling area which requires more focus from the participants and allows a magical response to a magical attack. The use of magic within the duelling arena will always only count for one use of your magic spell no matter how many times you use it within the duel. Magic is funny that way and appreciates a good show. Magical Duels are always adjudicated by a GM.

game_logistics.txt · Last modified: 2011/05/05 14:37 by jamesi
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