|
FAQ:
I
made this FAQ for those who don't have a clue of what's going
in Brokenblades. I took the question that folks who had zero
knowledge of our realm asked me or other players in total
despair of an understanding. Some may sound dumb (actually
some are) but I'll post them all in here as they come. You're
not forced to tell us you found your answers in here ;)
Is your server a PW and accessible 24/7 or is it only
active during the planned games??: Brokenblades is not
a pw. We play wenesday and saturday each week. Actually it
could be a pw but now we just enjoy it as a fully persistant
bi weekly session server.
Do I make a level 1 character to start and play him for
each game or do I make a new one each game?: The game
we play is a campaing. Much like a weekly pnp session. Last
time we did the campaing from a to z it took us 8 months,
now it's our second time with new characters. (We are currently
looking to forge the staff of trueseeing) You will start a
level 1 charcter as anyone who joined us on the road. It might
be tough at start but if you stay out of troubles you will
catch up in experience quite fast(2 or 3 sessions). Most of
us will gladdly help you to get some decent equipement and
protection at start. If its your kind of thing, you will enjoy
the distinct cooperation level of BBU.
Any particular class that works well or doesn't work at
all. I solely play rogues or rogue/assassins (Depending on
whether or not evil is allowed on the server). Basic rule
of thumb, play the class you are the most comfy with. In BBU
it's important that you play your role and well. No matter
is your profession, you will have a chance to shine for what
you are with special scripted events. Currently our group
is well balanced and equiped. You may join with the class
you have the most fun with.
Random mod? wtf : In Brokenblades you travel toward
a place named the edge of the world. Sadly this is a mystical
place that only few know. To represent this, the group have
a % chances to find the edge of the world. (This score can
be known by consulting sign posts along the road) This score
is tested each time the fellowship zones. If the check is
successful, the fellowship finds their objectives if not the
engine keep cycling events/maps in a random sequence simulating
the unpredictable journey.
My group is always in jail what we do wrong? : The
jail system kicks in when your group have a potential score
of finding the edge of the world under 0%. In other words
when you don't have any chances to find it. In some other
words when you are lost. So let's say after 5 unlucky deaths
at the beginning of you adventure your fellowship, have -5%
chances to find the edge of the world at each zoning. Your
group is lost. Clueless your band wander blindly in a land
they don't know. Those who are chasing you have now more chances
to find you. Now the exact chances are 2% for each -1% you
have at finding the edge of the world. In the present case
each times the fellowship zones, they have 10% to be caught
then jailed by their enemies.
How do we avoid getting lost? : When one of your party
members dies the entire fellowship takes a penalty of -1%
on "chances to find the edge of the world" (commonly
name the edge score). Avoiding deaths is the key.
How do we increase the edge score: Well if you are
at reading this one it might be pointless to affirm that what
will follow is a spoiler. First, you can research in libraries.
Empire towns do have libraries. For this matter just go inside
a library and "use" the large books. High intelligence
is needed to process the information your character will dig.
Half-Orc Barbarians please don't bother.
Second by using maps. Maps that can tell where the edge of
the world is. Maps are: rare, dusty, re-rare, fragile, expensive
and rererare. You may buy some but at a cost. Again, if a
dummy character reads a map he may lead the fellowship in
a foolish direction. So again let the casters handle the paperwork.
NPCs can help you out. Most npcs will not talk freely about
this place though. Some will speak only to members of their
guilds / organizations. You may have to join or demonstrate
some sort of loyalty.
Portals can be a solution too. These very old and rare magic
devices can be used only by magic users. Spell casters may
use cultist's portals, a gate that uses rifts in astral planes
to travel between dimensions . Druids can use nature's power
to "transport" the entire group to places near the
edge of the world. To use such powers the group will have
to find runic stones located deep in forgotten forests.
Transportation: Nothing prevents the group to pay for transportation.
Royaume towns are known to be located beside rivers. If the
fellowship has enough money they can pay themselves a ride.
Inns located along trade routes are often frequented by convoys.
Again, the fellowship can surely negotiate a spot on these
caravans. At the end of the transportation the group will
have a substantial bonus to their edge score.
Shortcuts: Sometime the fellowship will come by opportunities
to shorten their travels by using an adjacent road. It will
be up to the fellowship to judge if the risks are acceptable.
We been to the same place twice are we circling around?
Hell no. Zones in Brokenblades are generic. This means that
zones even if the come twice in an adventure represent not
the same spot.
One of my fellows has troubles with local authorities.
Are we all involved? No. It is your choices to help out
your friend or not. Guards won't open hostilities with non
criminal members of your group. In case of total outlaw ness
it is always a good idea to keep a "clean" fellow.
This one can then enter towns and buy supplies and medicines
while the others wait outside the walls.
Why can't I rest "here"? I need my spells back
ya know. Picture this. You and your friends are running
though an unknown land seeking a legendary location while
being pursued by unnatural foes. Will you sleep all over the
place? In order to sleep and get serious rest, you fellowship
will have to find suitable places. Inns, towns, some peaceful
wilderness areas. For the spell thing, Brokenblades is a grim
world of suffering and war. Forget chain casting a la Diablo
or EQ. Knowledge needed to be able to cast magic is a blessing
that only some rare individuals can access. Each spells are
powerful because most of your enemies won't be able to fight
back with magic. This makes the spell casters more unique...
and powerful characters.
I hope this helps new players to our realm.
|